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	<updated>2026-05-01T04:51:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Events_(LWR)&amp;diff=126610</id>
		<title>Events (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Events_(LWR)&amp;diff=126610"/>
		<updated>2026-03-18T02:00:24Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Event 18: The Volunteer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Events&#039;&#039;&#039; occur randomly while scanning the globe, and have a wide range of effects.&lt;br /&gt;
&lt;br /&gt;
Events are rolled in order, and the first one to succeed a roll will show up. Events only show up once per campaign. Events can&#039;t occur in the first month of the game.&lt;br /&gt;
&lt;br /&gt;
==Event List==&lt;br /&gt;
&lt;br /&gt;
===Event 1: A Child is Born===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: An unfatigued non-MEC male soldier must be present in the barracks and have an empty positive quirk slot. Each soldier is given a 10% roll to be the subject of the event.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The base PA crackles to life, then someone kills it abruptly; news travels faster than wires. &#039;&#039;&#039;SoldierName&#039;&#039;&#039; is a father. His wife delivered a few hours ago back home. For a rare minute, the mess hall is all grins and clapped backs. The arrival of a new life has put steel in &#039;&#039;&#039;SoldierName&#039;s&#039;&#039;&#039; spine. He knows exactly what he is fighting for now.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &#039;&#039;&#039;SoldierName&#039;&#039;&#039; gains the [[Abilities_List_(LWR)#Positive_Quirks|Something to Fight For]] quirk.&lt;br /&gt;
----&lt;br /&gt;
===Event 2: Mess Hall Brawl===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 3: The Obsessive Scientist===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 4: Scientific Breakthrough===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 5: Meld Binding===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 6: Special Operations Consultation===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 7: Green Fog Exposure===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 8: The Stowaway===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 9: Humanitarian Corridor===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 10: Mentor&#039;s Request===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 11: Misrouted Crate===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 12: The Sympathizer===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 13: Experimental Stimulants===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 14: The Propaganda Tour===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 15: Collateral Damage===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 16: The Defector===&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: There is a research project currently underway with more than 200 hours to complete (~8 days).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have a walk-in. A former EXALT geneticist, Dr. Aris Thorne. We know he was directly responsible for the death of thousands; some were even XCOM personel. He brought a hard drive of encryption keys and a plea for asylum. He claims he can accelerate our research immediately, but the squad knows who he is. Bringing a terrorist into the fold will effect morale in the barracks.&#039;&#039;&lt;br /&gt;
====A. Grant Asylum====&lt;br /&gt;
&#039;&#039;Dr. Thorne is installed in the lab. He works alone; no one will sit near him. The mess hall is deadly silent.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: +1 scientist, the current research project has half of its remaining time completed. All soldiers who have more than 10 will have a 50% chance to lose 1 will.&lt;br /&gt;
====B. Execute Him====&lt;br /&gt;
&#039;&#039;Security escorted Dr. Thorne to the airlock. It&#039;s done. The soldiers approve of the hard line.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: nothing happens.&lt;br /&gt;
----&lt;br /&gt;
===Event 17: Shadow Funding===&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: There is at least one council country who has not defected (irrelevant, as having no countries remaining ends the campaign, so this event is always in the pool).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An encrypted channel requests a meeting. The representatives are from the Vory, offering &#039;patriotic donations&#039; in exchange for XCOM looking the other way regarding certain shipping lanes in &#039;&#039;&#039;CountryName&#039;&#039;&#039; (Panic at &#039;&#039;&#039;CountryName: #&#039;&#039;&#039;).The credits are real, but taking them means letting organized crime flourish under our nose. Or, we can raid the meeting and take what we can.&#039;&#039;&lt;br /&gt;
====A. Accept the Money====&lt;br /&gt;
&#039;&#039;The transfer cleared. The Vory have increased their operations in the sectors we agreed to ignore.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: gain [250 + 25*MonthsPassed] credits, panic in &#039;&#039;&#039;CountryName&#039;&#039;&#039; [[Country Panic (LWR)|increases by 10 (modified by campaign factors)]].&lt;br /&gt;
====B. Raid the Meeting====&lt;br /&gt;
&#039;&#039;We ambushed the meeting. It&#039;s good to know law still prevails at times like this. No panic change.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: nothing happens.&lt;br /&gt;
----&lt;br /&gt;
===Event 18: The Volunteer===&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: An unfatigued non-MEC soldier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SoldierName&#039;&#039;&#039; has formally requested to undergo an experimental gene therapy trial. The protocol bypasses standard safety checks. If it works, they will be faster and stronger. If it fails, the systemic shock could be fatal.&amp;quot;&#039;&#039;&lt;br /&gt;
====A. Authorize Test====&lt;br /&gt;
&#039;&#039;&#039;30% [Failed]:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;SoldierName&#039;&#039;&#039; went into shock immediately. Medical couldn&#039;t stabilize them. They are gone&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &#039;&#039;&#039;SoldierName&#039;&#039;&#039; dies from Experimental Gene Therapy.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;70% [Success]:&#039;&#039;&#039; &#039;&#039;The soldier is in a coma, but their vitals are strong and their muscle density is already increasing.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &#039;&#039;&#039;SoldierName&#039;&#039;&#039; gains +3 hp, +2 mobility and is fatigued for 20 days.&lt;br /&gt;
====B. Deny====&lt;br /&gt;
&#039;&#039;You denied the request. The soldier returns to the barracks.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: nothing happens.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Event 19: Scorched Earth===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 20: Militia Recruitment===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 21: Roster Balancing===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Events_(LWR)&amp;diff=126609</id>
		<title>Events (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Events_(LWR)&amp;diff=126609"/>
		<updated>2026-03-18T01:59:44Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Event 18: The Volunteer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Events&#039;&#039;&#039; occur randomly while scanning the globe, and have a wide range of effects.&lt;br /&gt;
&lt;br /&gt;
Events are rolled in order, and the first one to succeed a roll will show up. Events only show up once per campaign. Events can&#039;t occur in the first month of the game.&lt;br /&gt;
&lt;br /&gt;
==Event List==&lt;br /&gt;
&lt;br /&gt;
===Event 1: A Child is Born===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: An unfatigued non-MEC male soldier must be present in the barracks and have an empty positive quirk slot. Each soldier is given a 10% roll to be the subject of the event.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The base PA crackles to life, then someone kills it abruptly; news travels faster than wires. &#039;&#039;&#039;SoldierName&#039;&#039;&#039; is a father. His wife delivered a few hours ago back home. For a rare minute, the mess hall is all grins and clapped backs. The arrival of a new life has put steel in &#039;&#039;&#039;SoldierName&#039;s&#039;&#039;&#039; spine. He knows exactly what he is fighting for now.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &#039;&#039;&#039;SoldierName&#039;&#039;&#039; gains the [[Abilities_List_(LWR)#Positive_Quirks|Something to Fight For]] quirk.&lt;br /&gt;
----&lt;br /&gt;
===Event 2: Mess Hall Brawl===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 3: The Obsessive Scientist===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 4: Scientific Breakthrough===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 5: Meld Binding===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 6: Special Operations Consultation===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 7: Green Fog Exposure===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 8: The Stowaway===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 9: Humanitarian Corridor===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 10: Mentor&#039;s Request===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 11: Misrouted Crate===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 12: The Sympathizer===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 13: Experimental Stimulants===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 14: The Propaganda Tour===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 15: Collateral Damage===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 16: The Defector===&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: There is a research project currently underway with more than 200 hours to complete (~8 days).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have a walk-in. A former EXALT geneticist, Dr. Aris Thorne. We know he was directly responsible for the death of thousands; some were even XCOM personel. He brought a hard drive of encryption keys and a plea for asylum. He claims he can accelerate our research immediately, but the squad knows who he is. Bringing a terrorist into the fold will effect morale in the barracks.&#039;&#039;&lt;br /&gt;
====A. Grant Asylum====&lt;br /&gt;
&#039;&#039;Dr. Thorne is installed in the lab. He works alone; no one will sit near him. The mess hall is deadly silent.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: +1 scientist, the current research project has half of its remaining time completed. All soldiers who have more than 10 will have a 50% chance to lose 1 will.&lt;br /&gt;
====B. Execute Him====&lt;br /&gt;
&#039;&#039;Security escorted Dr. Thorne to the airlock. It&#039;s done. The soldiers approve of the hard line.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: nothing happens.&lt;br /&gt;
----&lt;br /&gt;
===Event 17: Shadow Funding===&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: There is at least one council country who has not defected (irrelevant, as having no countries remaining ends the campaign, so this event is always in the pool).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An encrypted channel requests a meeting. The representatives are from the Vory, offering &#039;patriotic donations&#039; in exchange for XCOM looking the other way regarding certain shipping lanes in &#039;&#039;&#039;CountryName&#039;&#039;&#039; (Panic at &#039;&#039;&#039;CountryName: #&#039;&#039;&#039;).The credits are real, but taking them means letting organized crime flourish under our nose. Or, we can raid the meeting and take what we can.&#039;&#039;&lt;br /&gt;
====A. Accept the Money====&lt;br /&gt;
&#039;&#039;The transfer cleared. The Vory have increased their operations in the sectors we agreed to ignore.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: gain [250 + 25*MonthsPassed] credits, panic in &#039;&#039;&#039;CountryName&#039;&#039;&#039; [[Country Panic (LWR)|increases by 10 (modified by campaign factors)]].&lt;br /&gt;
====B. Raid the Meeting====&lt;br /&gt;
&#039;&#039;We ambushed the meeting. It&#039;s good to know law still prevails at times like this. No panic change.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: nothing happens.&lt;br /&gt;
----&lt;br /&gt;
===Event 18: The Volunteer===&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: An unfatigued non-MEC soldier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SoldierName&#039;&#039;&#039; has formally requested to undergo an experimental gene therapy trial. The protocol bypasses standard safety checks. If it works, they will be faster and stronger. If it fails, the systemic shock could be fatal.&amp;quot;&#039;&#039;&lt;br /&gt;
====A. Authorize Test====&lt;br /&gt;
&#039;&#039;&#039;30% [Failed]:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;SoldierName&#039;&#039;&#039; went into shock immediately. Medical couldn&#039;t stabilize them. They are gone&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &#039;&#039;&#039;SoldierName&#039;&#039;&#039; dies from Experimental Gene Therapy.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;70% [Success]:&#039;&#039;&#039; &#039;&#039;The soldier is in a coma, but their vitals are strong and their muscle density is already increasing.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &#039;&#039;&#039;SoldierName&#039;&#039;&#039; gains +3 hp, +3 mobility and is fatigued for 20 days.&lt;br /&gt;
====B. Deny====&lt;br /&gt;
&#039;&#039;You denied the request. The soldier returns to the barracks.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: nothing happens.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Event 19: Scorched Earth===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 20: Militia Recruitment===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 21: Roster Balancing===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Events_(LWR)&amp;diff=126608</id>
		<title>Events (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Events_(LWR)&amp;diff=126608"/>
		<updated>2026-03-18T01:59:17Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Events&#039;&#039;&#039; occur randomly while scanning the globe, and have a wide range of effects.&lt;br /&gt;
&lt;br /&gt;
Events are rolled in order, and the first one to succeed a roll will show up. Events only show up once per campaign. Events can&#039;t occur in the first month of the game.&lt;br /&gt;
&lt;br /&gt;
==Event List==&lt;br /&gt;
&lt;br /&gt;
===Event 1: A Child is Born===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: An unfatigued non-MEC male soldier must be present in the barracks and have an empty positive quirk slot. Each soldier is given a 10% roll to be the subject of the event.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The base PA crackles to life, then someone kills it abruptly; news travels faster than wires. &#039;&#039;&#039;SoldierName&#039;&#039;&#039; is a father. His wife delivered a few hours ago back home. For a rare minute, the mess hall is all grins and clapped backs. The arrival of a new life has put steel in &#039;&#039;&#039;SoldierName&#039;s&#039;&#039;&#039; spine. He knows exactly what he is fighting for now.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &#039;&#039;&#039;SoldierName&#039;&#039;&#039; gains the [[Abilities_List_(LWR)#Positive_Quirks|Something to Fight For]] quirk.&lt;br /&gt;
----&lt;br /&gt;
===Event 2: Mess Hall Brawl===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 3: The Obsessive Scientist===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 4: Scientific Breakthrough===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 5: Meld Binding===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 6: Special Operations Consultation===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 7: Green Fog Exposure===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 8: The Stowaway===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 9: Humanitarian Corridor===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 10: Mentor&#039;s Request===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 11: Misrouted Crate===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 12: The Sympathizer===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 13: Experimental Stimulants===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 14: The Propaganda Tour===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 15: Collateral Damage===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 16: The Defector===&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: There is a research project currently underway with more than 200 hours to complete (~8 days).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have a walk-in. A former EXALT geneticist, Dr. Aris Thorne. We know he was directly responsible for the death of thousands; some were even XCOM personel. He brought a hard drive of encryption keys and a plea for asylum. He claims he can accelerate our research immediately, but the squad knows who he is. Bringing a terrorist into the fold will effect morale in the barracks.&#039;&#039;&lt;br /&gt;
====A. Grant Asylum====&lt;br /&gt;
&#039;&#039;Dr. Thorne is installed in the lab. He works alone; no one will sit near him. The mess hall is deadly silent.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: +1 scientist, the current research project has half of its remaining time completed. All soldiers who have more than 10 will have a 50% chance to lose 1 will.&lt;br /&gt;
====B. Execute Him====&lt;br /&gt;
&#039;&#039;Security escorted Dr. Thorne to the airlock. It&#039;s done. The soldiers approve of the hard line.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: nothing happens.&lt;br /&gt;
----&lt;br /&gt;
===Event 17: Shadow Funding===&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: There is at least one council country who has not defected (irrelevant, as having no countries remaining ends the campaign, so this event is always in the pool).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An encrypted channel requests a meeting. The representatives are from the Vory, offering &#039;patriotic donations&#039; in exchange for XCOM looking the other way regarding certain shipping lanes in &#039;&#039;&#039;CountryName&#039;&#039;&#039; (Panic at &#039;&#039;&#039;CountryName: #&#039;&#039;&#039;).The credits are real, but taking them means letting organized crime flourish under our nose. Or, we can raid the meeting and take what we can.&#039;&#039;&lt;br /&gt;
====A. Accept the Money====&lt;br /&gt;
&#039;&#039;The transfer cleared. The Vory have increased their operations in the sectors we agreed to ignore.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: gain [250 + 25*MonthsPassed] credits, panic in &#039;&#039;&#039;CountryName&#039;&#039;&#039; [[Country Panic (LWR)|increases by 10 (modified by campaign factors)]].&lt;br /&gt;
====B. Raid the Meeting====&lt;br /&gt;
&#039;&#039;We ambushed the meeting. It&#039;s good to know law still prevails at times like this. No panic change.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: nothing happens.&lt;br /&gt;
----&lt;br /&gt;
===Event 18: The Volunteer===&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: An unfatigued non-MEC soldier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SoldierName has formally requested to undergo an experimental gene therapy trial. The protocol bypasses standard safety checks. If it works, they will be faster and stronger. If it fails, the systemic shock could be fatal.&amp;quot;&#039;&#039;&lt;br /&gt;
====A. Authorize Test====&lt;br /&gt;
&#039;&#039;&#039;30% [Failed]:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;SoldierName&#039;&#039;&#039; went into shock immediately. Medical couldn&#039;t stabilize them. They are gone&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &#039;&#039;&#039;SoldierName&#039;&#039;&#039; dies from Experimental Gene Therapy.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;70% [Success]:&#039;&#039;&#039; &#039;&#039;The soldier is in a coma, but their vitals are strong and their muscle density is already increasing.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &#039;&#039;&#039;SoldierName&#039;&#039;&#039; gains +3 hp, +3 mobility and is fatigued for 20 days.&lt;br /&gt;
====B. Deny====&lt;br /&gt;
&#039;&#039;You denied the request. The soldier returns to the barracks.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: nothing happens.&lt;br /&gt;
----&lt;br /&gt;
===Event 19: Scorched Earth===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 20: Militia Recruitment===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 21: Roster Balancing===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Events_(LWR)&amp;diff=126607</id>
		<title>Events (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Events_(LWR)&amp;diff=126607"/>
		<updated>2026-03-18T01:22:55Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: added events 16 and 17, added formatting and template to all of them (remove &amp;lt;!-- and --&amp;gt; to uncomment)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Events&#039;&#039;&#039; occur randomly while scanning the globe, and have a wide range of effects.&lt;br /&gt;
&lt;br /&gt;
Events are rolled in order, and the first one to succeed a roll will show up. Events only show up once per campaign. Events can&#039;t occur in the first month of the game.&lt;br /&gt;
&lt;br /&gt;
==Event List==&lt;br /&gt;
&lt;br /&gt;
===Event 1: A Child is Born===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: An unfatigued non-MEC male soldier must be present in the barracks and have an empty positive quirk slot. Each soldier is given a 10% roll to be the subject of the event.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The base PA crackles to life, then someone kills it abruptly; news travels faster than wires. &#039;&#039;&#039;SoldierName&#039;&#039;&#039; is a father. His wife delivered a few hours ago back home. For a rare minute, the mess hall is all grins and clapped backs. The arrival of a new life has put steel in &#039;&#039;&#039;SoldierName&#039;s&#039;&#039;&#039; spine. He knows exactly what he is fighting for now.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &#039;&#039;&#039;SoldierName&#039;&#039;&#039; gains the [[Abilities_List_(LWR)#Positive_Quirks|Something to Fight For]] quirk.&lt;br /&gt;
----&lt;br /&gt;
===Event 2: Mess Hall Brawl===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 3: The Obsessive Scientist===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 4: Scientific Breakthrough===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 5: Meld Binding===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 6: Special Operations Consultation===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 7: Green Fog Exposure===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 8: The Stowaway===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 9: Humanitarian Corridor===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 10: Mentor&#039;s Request===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 11: Misrouted Crate===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 12: The Sympathizer===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 13: Experimental Stimulants===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 14: The Propaganda Tour===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 15: Collateral Damage===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 16: The Defector===&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: There is a research project currently underway with more than 200 hours to complete (~8 days).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have a walk-in. A former EXALT geneticist, Dr. Aris Thorne. We know he was directly responsible for the death of thousands; some were even XCOM personel. He brought a hard drive of encryption keys and a plea for asylum. He claims he can accelerate our research immediately, but the squad knows who he is. Bringing a terrorist into the fold will effect morale in the barracks.&#039;&#039;&lt;br /&gt;
====A. Grant Asylum====&lt;br /&gt;
&#039;&#039;Dr. Thorne is installed in the lab. He works alone; no one will sit near him. The mess hall is deadly silent.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: +1 scientist, the current research project has half of its remaining time completed. All soldiers who have more than 10 will have a 50% chance to lose 1 will.&lt;br /&gt;
====B. Execute Him====&lt;br /&gt;
&#039;&#039;Security escorted Dr. Thorne to the airlock. It&#039;s done. The soldiers approve of the hard line.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: nothing happens.&lt;br /&gt;
----&lt;br /&gt;
===Event 17: Shadow Funding===&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: There is at least one council country who has not defected (irrelevant, as having no countries remaining ends the campaign, so this event is always in the pool).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An encrypted channel requests a meeting. The representatives are from the Vory, offering &#039;patriotic donations&#039; in exchange for XCOM looking the other way regarding certain shipping lanes in &#039;&#039;&#039;CountryName&#039;&#039;&#039; (Panic at &#039;&#039;&#039;CountryName: #&#039;&#039;&#039;).The credits are real, but taking them means letting organized crime flourish under our nose. Or, we can raid the meeting and take what we can.&#039;&#039;&lt;br /&gt;
====A. Accept the Money====&lt;br /&gt;
&#039;&#039;The transfer cleared. The Vory have increased their operations in the sectors we agreed to ignore.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: gain [250 + 25*MonthsPassed] credits, panic in &#039;&#039;&#039;CountryName&#039;&#039;&#039; [[Country Panic (LWR)|increases by 10 (modified by campaign factors)]].&lt;br /&gt;
====B. Raid the Meeting====&lt;br /&gt;
&#039;&#039;We ambushed the meeting. It&#039;s good to know law still prevails at times like this. No panic change.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: nothing happens.&lt;br /&gt;
----&lt;br /&gt;
===Event 18: The Volunteer===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 19: Scorched Earth===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 20: Militia Recruitment===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Event 21: Roster Balancing===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Conditions&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;body text&#039;&#039;&lt;br /&gt;
====A. option1====&lt;br /&gt;
&#039;&#039;result1 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
====B. option2====&lt;br /&gt;
&#039;&#039;result2 text &#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Effect&#039;&#039;&#039;: &lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWR)&amp;diff=126149</id>
		<title>Soldiers (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWR)&amp;diff=126149"/>
		<updated>2026-02-03T11:09:02Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers are those who risks their lives going on [[Missions_(LWR)|missions]]. On mission squad setup screen, an arbitrary mix of soldier classes (and [[S.H.I.V._(LWR)|SHIVs]]) can be chosen for the task at hand. Soldier slots can be scrolled with arrows when squad sizes above 6 are available, e.g., on all UFO missions.&lt;br /&gt;
&lt;br /&gt;
XCOM starts with 12 unique soldiers and 2 random soldiers from their starting country. They also start with 0-4 SHIVs (depending upon difficulty). This means a starting barracks size of 14-18.&lt;br /&gt;
&lt;br /&gt;
 Of the initial 12 unique soldiers: 3 will start at LCPLs, 4 at SPECs, and 5 as PFCs (rookies).&lt;br /&gt;
&lt;br /&gt;
Each XCOM soldier costs credits to recruit which vary based on how the campaign is progressing: [[Barracks_(LWR)#Recruit_Soldiers|Recruiting Soldiers]].&lt;br /&gt;
&lt;br /&gt;
When recruiting the base gender of the recruit is 1 woman to every 3 men. (This number is determined by a value in DefaultGameCore.ini)&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. You have some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Marksman, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk. When assigned to become a MEC each specialism creates one MEC class.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px 20px;&amp;quot; | Specialism || style=&amp;quot;padding: 5px 15px;&amp;quot; | Soldier Classes || style=&amp;quot;padding: 5px 15px;&amp;quot; | MEC Class&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Marksman&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:CLASS_SNIPER.png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Sniper&#039;&#039; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Jaeger (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Jaeger&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:Class Scout (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Scout&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Tactical&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Infantry (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Infantry&#039;&#039; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Marauder (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Marauder&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:CLASS_ASSAULT.png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Assault&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Weapons&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:CLASS_HEAVY.png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Gunner&#039;&#039; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Goliath (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Goliath&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:Class Rocketeer (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Rocketeer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Support&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:CLASS_SUPPORT.png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Medic&#039;&#039; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Shogun (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Shogun&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Engineer (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Engineer&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Starting Roster ==&lt;br /&gt;
&lt;br /&gt;
Outside of 2 random PFCs and 0-4 SHIVs, this is the starting roster of every LWR campaign (with the exception of campaigns using the &#039;&#039;Fresh Recruits&#039;&#039; second wave option or start bonuses that affect it).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5x 12px;&amp;quot; | Guaranteed Starting Soldiers (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! Name || Country || Rank || Supraclass || Health || Mobility || Will || Aim || Innate Quirk&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Stanislav Orlov || Russia || LCPL || Tactical || 7 || 8.6 || 37 || 71 || Natural Killer&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Estela Morais || Brazil || LCPL || Marksman || 6 || 9.3 || 30 || 71 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Albert Komarov || Russia || LCPL || Weapons || 6 || 9.3 || 20 || 73 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Liora Yosef || Israel || SPEC || Tactical || 5 || 10.0 || 37 || 61 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Chloe Girard || France || SPEC || Support || 5 || 10.0 || 23 || 71 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Finlay Burns || Scotland || SPEC || Support || 7 || 9.3 || 40 || 57 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Yuna Saito || Japan || SPEC || Weapons || 4 || 9.3 || 41 || 63 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Hank Miller || USA || PFC || Tactical || 8 || 9.3 || 41 || 61 || Relentless&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Jakub Kowalski || Poland || PFC || Marksman || 7 || 9.3 || 39 || 63 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Owen Roberts || United Kingdom || PFC || Weapons || 6 || 9.3 || 25 || 69 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Cameron Wilson || Canada || PFC || Support || 6 || 10.0 || 43 || 61 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Hans Graf || Germany || PFC || Marksman || 6 || 8.6 || 26 || 75 || Practiced Ease&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Reward Soldiers ==&lt;br /&gt;
&lt;br /&gt;
While many missions offer soldiers as a reward, some council missions give unique soldiers with preset classes, stats, ranks, and quirks. Some ranks scale with month. There are also 2 unique soldiers you can get from an event.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; style=&amp;quot;padding:5x 12px;&amp;quot; | Special Reward Soldiers (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! Name + Nickname || Country || Rank || Supraclass || Health || Mobility || Will || Aim || Innate Quirk || Psi/Gene/Quirk || Mission of Origin&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Shaojie &#039;Chilong&#039; Zhang || China || LCPL || Tactical || 6 || 10.6 || 32 || 57 || Ex Triad || None || Friends in Low Places&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Anton &#039;Vector&#039; Smits || Netherlands || SPEC || Support || 7 || 10.0 || 38 || 71 || N/A || Muscle Amp and Regenesis || Portent&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Annette &#039;Vicieuse&#039; Durand || France || SGT || Support || 5 || 9.3 || 59 || 61 || Driven By Pressure || Countercharge and Mind Fray || Deluge&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Matthew &#039;Alecto&#039; Hawkins || USA || TSGT || Marksman || 5 || 10.0 || 48 || 59 || N/A || Countercharge and Mind Fray || Furies&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Fatima &#039;Tisiphone&#039; Tariq || Egypt || SGT || Tactical || 4 || 8.6 || 52 || 65 || N/A || Countercharge and Mind Fray || Furies&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Said &#039;Megaera&#039; Tariq || Egypt || SGT || Weapons || 5 || 8.6 || 50 || 69 || N/A || Countercharge and Mind Fray || Furies&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Peter &#039;The General&#039; Van Doorn || U.N || CPL-GSGT || Weapons || 8 || 9.3 || 36 || 69 || Cool Under Pressure || None || Van Doorn Extraction&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Glenn &#039;Freaky&#039; Friendly || U.N || LCPL || Support || 7 || 9.3 || 32 || 67 || N/A || None || Van Doorn Extraction&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Jake &#039;Snake Eyes&#039; Green || Canada || LCPL || Marksman || 6 || 8.6 || 48 || 73 || N/A || None || Hutch Extraction&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Jamie &#039;House&#039; Watson || Canada || LCPL || Tactical || 7 || 10.0 || 38 || 67 || N/A || None || Hutch Extraction&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Patrick &#039;The Plumber&#039; Carlock || USA || LCPL || Support || 8 || 9.3 || 26 || 63 || N/A || Keen Mind || Carlock Escort&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Brad Lewis || United Kingdom || CPL-GSGT || Tactical || 7 || 8.6 || 35 || 67 || N/A || None || N/A&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Marta Kovac || Ukraine || CPL-GSGT || Support || 6 || 9.3 || 40 || 71 || Street Orphan || Predictive Tracking and Advanced Perception || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner&#039;s ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards.&lt;br /&gt;
&lt;br /&gt;
The roles your soldiers are designed to fulfill, i.e., your build composition, are far more important than the individual strength of a soldier and their abilities. If your Engineers, Rocketeers, Infantry, and Goliath MECs are all built to use explosives for the role of cover destruction and AOE damage, you may have to build your Shogun MECs as something other than more explosives.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126148</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126148"/>
		<updated>2026-02-02T16:46:56Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Mechtoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1}} &lt;br /&gt;
{{LWR Perk|robotic=1}}&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1}}&lt;br /&gt;
{{LWR Perk|growth=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
{{LWR Perk|acidic=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
{{LWR Perk|agile=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1}}&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1}}&lt;br /&gt;
{{LWR Perk|robotic=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1}}&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1}}&lt;br /&gt;
{{LWR Perk|brute=1}}&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1}}&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1}}&lt;br /&gt;
{{LWR Perk|fortified=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1}}&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1}}&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
{{LWR Perk|savior=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks, with the initial leader starting with &#039;&#039;Holo Rounds&#039;&#039;. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Holo Rounds (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|fortified=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1}}&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1}}&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|savior=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=126141</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=126141"/>
		<updated>2026-01-27T21:41:37Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* General Mechanical Unit Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineering Bay&#039;&#039;&#039; houses the engineering team, headed by Dr. Shen.&lt;br /&gt;
&lt;br /&gt;
== Build/Buy Items ==&lt;br /&gt;
&lt;br /&gt;
Here you can build or purchase items that you have the resources for.&lt;br /&gt;
&lt;br /&gt;
=== Item Production and Foundry Project Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the item production and foundry project speed through a complex formula (this is a rough approximation):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1250px&amp;quot;&amp;gt; &lt;br /&gt;
 Time (in hours) = Build Time * Optimal Engineers * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1.6 ^ Number of Workshops) &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
As long as the the number of available engineers is much lower than the recommended value, recruiting an additional engineer will significantly reduce the completion time. As the number of engineers approaches or exceeds the recommended number, then adding additional engineers has diminishing returns, i.e. each new engineer reduces time by a smaller and smaller amount.&lt;br /&gt;
&lt;br /&gt;
=== Workshop Discount ===&lt;br /&gt;
&lt;br /&gt;
A Workshop reduces Credit/Alloy/Elerium costs of all items and foundry projects by 10%. Workshop adjacency bonus counts as half of the Workshop. Multiple Workshops and adjacencies have diminishing returns and discounts cannot exceed 50%. The price you pay is given by formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:470px&amp;quot;&amp;gt; &lt;br /&gt;
 Percent of price you pay = 0.5 + 0.5 * 0.8 ^ (&#039;&#039;&#039;w&#039;&#039;&#039; + 0.5&#039;&#039;&#039;a&#039;&#039;&#039;) &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
(Where &#039;&#039;&#039;w&#039;&#039;&#039; is the number of Workshops and &#039;&#039;&#039;a&#039;&#039;&#039; is the number of adjacency bonuses)&lt;br /&gt;
&lt;br /&gt;
Values in the following table represent the natural expansion of Workshops in your base. It is assumed that you first build a Foundry and a Repair Bay, then four Workshops adjacent to them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Workshops and adjacencies&lt;br /&gt;
! Total Discount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0.5&lt;br /&gt;
|5.28%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|2&lt;br /&gt;
|18.00%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|4&lt;br /&gt;
|29.52%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|5.5&lt;br /&gt;
|35.35%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|7.5&lt;br /&gt;
|40.62%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Item Fabrication Capacity ===&lt;br /&gt;
&lt;br /&gt;
The Engineering Bay grants an item fabrication capacity of 2. This means you can produce a maximum of 2 different item orders simultaneously. All other item orders will be queued to start once they finish. The item fabrication capacity is increased by 1 for every 2 workshops.&lt;br /&gt;
&lt;br /&gt;
=== Rushing ===&lt;br /&gt;
&lt;br /&gt;
Rushing the production of an item reduces the base build time by 80%. The cost is 40% more resources and 5 meld.&lt;br /&gt;
&lt;br /&gt;
Due to number of engineers affecting actual build times, when rush building, the final build time will likely not decrease by a full 80% (Click here for more info: [[Scientists_and_Engineers_(LWR)#Engineers|Scientists and Engineers]])&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
&lt;br /&gt;
By selecting &amp;quot;Build Facilities,&amp;quot; a listing of the new facilities available for construction will be provided, along with the associated resource costs and time required for construction. There is no limit on the amount of excavation or construction that can be done at once.&lt;br /&gt;
&lt;br /&gt;
Excavations cannot be rushed, and take 8 days to complete.&lt;br /&gt;
&lt;br /&gt;
=== Rushing ===&lt;br /&gt;
&lt;br /&gt;
Rushing the production of a facility reduces the base build time by 80%. The cost is 40% more resources and 10 meld.&lt;br /&gt;
&lt;br /&gt;
== The Foundry ==&lt;br /&gt;
===SHIV Advancements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Advancements I&lt;br /&gt;
| Weapons Technology&lt;br /&gt;
| Unlocks the first level of [[S.H.I.V._(LWR)#SHIV_Configurable_Perks|&#039;&#039;&#039;SHIV configuration&#039;&#039;&#039;]] perks.&lt;br /&gt;
| 10&lt;br /&gt;
| [[Research (LWR)#Offensive Tech|Alien Weaponry]]&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 6x Drone Wrecks&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Advancements II&lt;br /&gt;
| -&lt;br /&gt;
| Unlocks the second level of [[S.H.I.V._(LWR)#SHIV_Configurable_Perks|&#039;&#039;&#039;SHIV configuration&#039;&#039;&#039;]] perks.&lt;br /&gt;
| 30&lt;br /&gt;
| [[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]&lt;br /&gt;
| §300&lt;br /&gt;
| 50&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 2x Drone Wreck,&amp;lt;br /&amp;gt; 2x Cyberdisc Wreck&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Advancements III&lt;br /&gt;
| -&lt;br /&gt;
| Unlocks the third level of [[S.H.I.V._(LWR)#SHIV_Configurable_Perks|&#039;&#039;&#039;SHIV configuration&#039;&#039;&#039;]] perks.&lt;br /&gt;
| 50&lt;br /&gt;
| [[Research (LWR)#Alien Autopsies|Heavy Floater Autopsy]]&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 120&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 4x Mechtoid Core&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Mechanical Unit Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Reduces aircraft, MEC, SHIV, and item repair times by 35%.&lt;br /&gt;
| 45&lt;br /&gt;
| [[Research (LWR)#Alien Autopsies|Heavy Floater Autopsy]]&lt;br /&gt;
| §300&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 30&lt;br /&gt;
| 6x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Unlocks &#039;&#039;Walker Servos&#039;&#039; for soldiers and &#039;&#039;Elerium Turbos&#039;&#039; for SHIVs.&lt;br /&gt;
| 20&lt;br /&gt;
| [[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]&lt;br /&gt;
| §10&lt;br /&gt;
| 150&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 6x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Heavy Shells&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| All MECs gain [[Abilities_List_(LWR)#HEAT Warheads|HEAT Warheads]]&#039;&#039;&#039;.&lt;br /&gt;
| 45&lt;br /&gt;
| [[Research (LWR)#Alien Interrogations|Heavy Floater Interrogation]]&lt;br /&gt;
| §100&lt;br /&gt;
| 500&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 5x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items.&lt;br /&gt;
| 20&lt;br /&gt;
| [[Research (LWR)#Main Tech|Alien Biocybernetics]]&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 2x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mechanized Defenses&lt;br /&gt;
| Armor Technology&lt;br /&gt;
| Unlocks the &#039;&#039;Alloy Carbide Plating&#039;&#039; item (and with Advanced Power Armor, the &#039;&#039;Core Plating&#039;&#039; item) for MECs and SHIVs to increase their defensive capabilities.&lt;br /&gt;
| 30&lt;br /&gt;
| [[Research (LWR)#Defensive Tech|Advanced Body Armor]]&lt;br /&gt;
| §10&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Armor Technology&lt;br /&gt;
| Increases HP of mechanized units (SHIV, MEC) by 3 and KSM penetration by 25.&lt;br /&gt;
| 35&lt;br /&gt;
| [[Research (LWR)#Alien Autopsies|Berserker Autopsy]]&lt;br /&gt;
| §20&lt;br /&gt;
| 170&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 4x Berserker Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Weapon Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| -&lt;br /&gt;
| Allows the use of Alien Grenades and grants AP grenades +2 damage and HE grenades +3 damage.&lt;br /&gt;
| 30&lt;br /&gt;
| [[Research (LWR)#Alien Autopsies|Muton Autopsy]]&lt;br /&gt;
| §300&lt;br /&gt;
| 70&lt;br /&gt;
| 75&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 16x Muton Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Weapons Technology&lt;br /&gt;
| Increases the ammo capacity of shotguns (primary only), carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| [[Research (LWR)#Alien Autopsies|Muton Elite Autopsy]]&lt;br /&gt;
| §150&lt;br /&gt;
| 800&lt;br /&gt;
| 475&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 10x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beam Strengthening&lt;br /&gt;
| Weapons Technology&lt;br /&gt;
| Grants +15% crit damage to all primary laser and pulse weapons.&lt;br /&gt;
| 45&lt;br /&gt;
| [[Research (LWR)#Main Tech|Experimental Warfare]]&lt;br /&gt;
| §350&lt;br /&gt;
| 100&lt;br /&gt;
| 110&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
| 4x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Condensed Plasma&lt;br /&gt;
| Plasma Weaponry&amp;lt;br&amp;gt;Weapons Technology&lt;br /&gt;
| Allows production of &#039;&#039;Plasma Grenades&#039;&#039; and &#039;&#039;Plasma Stellerators&#039;&#039;.&lt;br /&gt;
| 90&lt;br /&gt;
| [[Research (LWR)#Offensive Tech|Light Plasma Weapons]]&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 160&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 70&lt;br /&gt;
| 5x Muton Elite Corpse &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Weapons Technology&lt;br /&gt;
| Allows production of &#039;&#039;Alloy Enhanced Rounds&#039;&#039;.&lt;br /&gt;
| 10&lt;br /&gt;
| [[Research (LWR)#Defensive Tech|Alien Materials]]&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Laser Weaponry&amp;lt;br&amp;gt;Weapons Technology&lt;br /&gt;
| Allows production of &#039;&#039;Enhanced Beam Optics&#039;&#039;.&lt;br /&gt;
| 10&lt;br /&gt;
| [[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Increases the damage of explosives by 1, increases flamethrower panic rolls to 80 (from 50), and unlocks the &#039;&#039;Incinerator Module&#039;&#039;.&lt;br /&gt;
| 45&lt;br /&gt;
| [[Research (LWR)#Main Tech|Elerium]]&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 100&lt;br /&gt;
| 30&lt;br /&gt;
| 15&lt;br /&gt;
| 10x Chryssalid Carcass&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Quenchguns&lt;br /&gt;
| Gauss Weaponry&amp;lt;br&amp;gt;Weapons Technology&lt;br /&gt;
| Grants +10 penetration to all primary ballistic and gauss weapons, and increases the weapon damage of the sawed-off shotgun to 9 (from 6).&lt;br /&gt;
| 35&lt;br /&gt;
| [[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]&lt;br /&gt;
| §160&lt;br /&gt;
| 100&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 9x Muton Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Equipment Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Aerospace Technology&lt;br /&gt;
| Increases the fuel capacity for flight-capable units (flying armors and Hover SHIV) by 50%.&lt;br /&gt;
| 50&lt;br /&gt;
| [[Research (LWR)#Defensive Tech|Antigrav Systems]]&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Batteries&lt;br /&gt;
| -&lt;br /&gt;
| Increases the stun rate of the Stun Rifle, and grants an additional charge to the Stun Rifle, Arc Rifle, and the Motion Tracker.&lt;br /&gt;
| 30&lt;br /&gt;
| [[Research (LWR)#Main Tech|Alien Power Systems]]&lt;br /&gt;
| §100&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 16x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Increases the max HP medikits can heal by 2.&lt;br /&gt;
| 12&lt;br /&gt;
| [[Research (LWR)#Alien Autopsies|Muton Elite Autopsy]]&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 4x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| -&lt;br /&gt;
| Unlocks an array of new gear options in combination with other technologies and projects.&lt;br /&gt;
| 30&lt;br /&gt;
| [[Research (LWR)#Main Tech|Experimental Warfare]]&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 4x Thin Man Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Psionics&lt;br /&gt;
| Unlocks an assortment of psionic special equipment.&lt;br /&gt;
| 20&lt;br /&gt;
| [[Research (LWR)#Main Tech|Xenopsionics]]&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 6x Sectoid Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Armor Technology&lt;br /&gt;
| Grants one extra equipment slot to biosoldiers.&lt;br /&gt;
| 30&lt;br /&gt;
| [[Research (LWR)#Alien Interrogations|Muton Interrogation]]&lt;br /&gt;
| §50&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 10&lt;br /&gt;
| 4x Muton Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to most pistols and machine pistols. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| High-Capacity Pistols&lt;br /&gt;
| Weapons Technology&lt;br /&gt;
| Grants 1 additional ammo to all non-electric pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| [[Research (LWR)#Offensive Tech|Alien Weaponry]]&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Gauss Weaponry&amp;lt;br&amp;gt;Weapons Technology&lt;br /&gt;
| Grants 10 aim to all pistols.&lt;br /&gt;
| 20&lt;br /&gt;
| [[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
| §150&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 2x Seeker Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Plasma Weaponry&amp;lt;br&amp;gt;Weapons Technology&lt;br /&gt;
| Grants +1 damage to all pistols.&lt;br /&gt;
| 35&lt;br /&gt;
| [[Research (LWR)#Offensive Tech|Compact Plasma Weapons]]&lt;br /&gt;
| §250&lt;br /&gt;
| 40&lt;br /&gt;
| 45&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 6x Heavy Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Recovery===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Scavenging&lt;br /&gt;
| -&lt;br /&gt;
| Allows for the use of secondary scavenging teams on UFO missions.&lt;br /&gt;
| 15&lt;br /&gt;
| [[Research (LWR)#Defensive Tech|Alien Materials]]&lt;br /&gt;
| §150&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 20%.&lt;br /&gt;
| 5&lt;br /&gt;
| [[Research (LWR)#Defensive Tech|Alien Materials]]&lt;br /&gt;
| §400&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 20x Thin Man Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| -&lt;br /&gt;
| Increases alien alloy recovery from missions and destroyed UFOs by 20%.&lt;br /&gt;
| 5&lt;br /&gt;
| [[Research (LWR)#Defensive Tech|Alien Materials]]&lt;br /&gt;
| §800&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| -&lt;br /&gt;
| Increases elerium recovery from missions and destroyed UFOs by 20%.&lt;br /&gt;
| 5&lt;br /&gt;
| [[Research (LWR)#Defensive Tech|Alien Materials]]&lt;br /&gt;
| §800&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 24x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Decreases biosoldier wound times by 25%.&lt;br /&gt;
| 45&lt;br /&gt;
| [[Research (LWR)#Main Tech|Alien Biocybernetics]]&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 4x Alien Stasis Tank,&amp;lt;br /&amp;gt; 4x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Grey Market&lt;br /&gt;
| -&lt;br /&gt;
| Unlocks the [[Situation_Room_(LWR)#Grey_Market|&#039;&#039;&#039;Grey Market&#039;&#039;&#039;]].&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
| §10&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 45&lt;br /&gt;
| 1x Sectoid Captive&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Operation Rapid Forge&lt;br /&gt;
| -&lt;br /&gt;
| Refines recruitment logistics to bring new soldiers on board faster and at reduced cost. Lowers recruitment time by 3 days. Establishes patrol routes staffed by all idle soldiers not actively selected to defend the base. These patrols weaken alien attackers, reducing their HP by an average of 0.5% per soldier on patrol.&lt;br /&gt;
| 25&lt;br /&gt;
| [[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
| §200&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Project Iron Resolve&lt;br /&gt;
| -&lt;br /&gt;
| Enhances XCOM Base patrol tactics and defensive readiness while streamlining recruitment efforts. Reduces recruitment time by an additional 3 days. Defensive outposts along patrol routes allow soldiers to engage alien forces more efficiently, reducing fatigue and injuries sustained by patrolling soldiers during an alien assault by 30% and increasing the HP reduction on alien attackers to as average of 1% per soldier on patrol.&lt;br /&gt;
| 25&lt;br /&gt;
| [[Research (LWR)#Defensive Tech|Improved Body Armor]]&amp;lt;br&amp;gt;Operation Rapid Forge&lt;br /&gt;
| §400&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| - &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| Aegis Initiative&lt;br /&gt;
| -&lt;br /&gt;
| Reinforces XCOM Base patrol positions with cutting-edge defense strategies and reduces psionic training time by 50%. Attacking aliens will have their HP reduced by an average of 1.5% per soldier on patrol due to advanced training, fortifications, and equipment. Reduces fatigue and injuries by 90% for patrol teams, as they defend from fortified locations, damaging aliens before they can retaliate. Further improves recruitment pipelines, lowering recruitment time by an additional 3 days.&lt;br /&gt;
| 25&lt;br /&gt;
| [[Research (LWR)#Main Tech|Alien Command and Control]]&amp;lt;br&amp;gt;Project Iron Resolve&lt;br /&gt;
| §600&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aerospace Improvements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Aerospace Technology&amp;lt;br&amp;gt;Laser Weaponry&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| [[Research (LWR)#Defensive Tech|Alien Materials]]&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Aerospace Technology&amp;lt;br&amp;gt;Armor Technology&lt;br /&gt;
| Increases interceptor and firestorm HP by 30%.&lt;br /&gt;
| 30&lt;br /&gt;
| [[Research (LWR)#Main Tech|Advanced Aerospace Concepts]]&lt;br /&gt;
| §450&lt;br /&gt;
| 150&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 16x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Cooling Coils&lt;br /&gt;
| Aerospace Technology&lt;br /&gt;
| Increases rate of fire of all air weapons by 30%.&lt;br /&gt;
| 35&lt;br /&gt;
| [[Research (LWR)#Alien Interrogations|Heavy Floater Interrogation]]&lt;br /&gt;
| §80&lt;br /&gt;
| 350 &lt;br /&gt;
| 110&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 4x Cyberdisc Wreck&amp;lt;br&amp;gt;4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Aerospace Technology&lt;br /&gt;
| Increases aircraft [[Air_Combat_(LWR)#Interception_Time|battle speed]] by 10.&lt;br /&gt;
| 45&lt;br /&gt;
| [[Research (LWR)#Main Tech|Alien Propulsion]]&lt;br /&gt;
| §200&lt;br /&gt;
| 70&lt;br /&gt;
| 0&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 4x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Aerospace Technology&lt;br /&gt;
| Increases aircraft aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| [[Research (LWR)#Main Tech|Advanced Aerospace Concepts]]&lt;br /&gt;
| §400&lt;br /&gt;
| 300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 6x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Gauss Weaponry&lt;br /&gt;
| Upgrades phoenix cannon penetration to Tier 3 (from Tier 2).&lt;br /&gt;
| 15&lt;br /&gt;
| [[Research (LWR)#Offensive Tech|Gauss Weapons]] &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 130&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| -&lt;br /&gt;
| Decreases the success chance of unabetted hunts to 50% (from 100%).&lt;br /&gt;
| 65&lt;br /&gt;
| [[Research (LWR)#Defensive Tech|Stealth Systems]]&lt;br /&gt;
| §50&lt;br /&gt;
| 110&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 10&lt;br /&gt;
| 6x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Laser Weaponry&lt;br /&gt;
| Increases laser cannon damage from 400 to 800. Unlocks &#039;&#039;Reaper Ammo&#039;&#039;.&lt;br /&gt;
| 50&lt;br /&gt;
| [[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]&lt;br /&gt;
| §200&lt;br /&gt;
| 100&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 30&lt;br /&gt;
| 5&lt;br /&gt;
| 8x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Aerospace Technology&lt;br /&gt;
| Increases aircraft dodge chance by 10%.&lt;br /&gt;
| 50&lt;br /&gt;
| [[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 75&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 12x Seeker Wreck&amp;lt;br&amp;gt;12x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| -&lt;br /&gt;
| Increase [[Air_Combat_(LWR)#Interception_Time|interception time]] by 10%.&amp;lt;br&amp;gt;Adds UFO HP estimates to the interception screen.&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Aerospace Technology&lt;br /&gt;
| | Increases [[Air_Combat_(LWR)#Interception_Time|interception time]] by 10%.&amp;lt;br&amp;gt;Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft.&lt;br /&gt;
| 40&lt;br /&gt;
| [[Research (LWR)#Main Tech|Alien Power Systems]]&lt;br /&gt;
| §300&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repair Bay ==&lt;br /&gt;
&lt;br /&gt;
Items can be damaged when a unit is wounded during a battle. If a unit took no base HP damage, there is a 0% chance for the items on that unit to become damaged. If a unit was reduced to 0 health, there&#039;s a 20~95% chance for the item to become damaged (depending on the item). The actual chance scales with the percentage of base HP lost. Items with unlimited supply cannot become damaged. Most of the lategame items also cannot become damaged.&lt;br /&gt;
&lt;br /&gt;
Items require 20% of their original build time and 10% of their original build cost to repair. Repairing does not affect item fabrication capacity.&lt;br /&gt;
&lt;br /&gt;
== Augment Soldiers ==&lt;br /&gt;
&lt;br /&gt;
Augment up to 1 soldier at a time to become a MEC. For more information click here: [[MEC_Trooper_(LWR)#Augmentation|MEC Augmentation]]&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=126039</id>
		<title>Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=126039"/>
		<updated>2026-01-19T01:37:45Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Exalt Covert Op Data Recovery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
= In General =&lt;br /&gt;
&lt;br /&gt;
When a mission appears in the Mission Control room you have a certain amount of time to deploy to it before it disappears. You can only engage in one mission at a time and it takes time to travel to and from missions.&lt;br /&gt;
&lt;br /&gt;
Any soldier lost will have a 10% chance to lose each piece of equipment.&lt;br /&gt;
&lt;br /&gt;
= Squad Sizes =&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad sizes&#039;&#039;&#039; in Long War Rebalance vary depending on the mission type. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Mission Type&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Squad Size&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Crashed/Landed UFO Missions, DLC Missions, and Base Assaults&lt;br /&gt;
|| 8&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Abductions, Terror Missions, and Council Missions&lt;br /&gt;
|| 6&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Scuttle Rush Missions&lt;br /&gt;
|| 4&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Covert Op Data Recovery Missions&lt;br /&gt;
|| 5 + 1 Covert Op&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Covert Op Extractions&lt;br /&gt;
|| 3 + 1 Covert Op&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Temple Assault&lt;br /&gt;
|| 12/10/8/6/6&amp;lt;br&amp;gt;(based on Difficulty)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deploying less than the maximum number of soldiers grants each soldier that participates in a successful mission a flat xp bonus. For more information click here: [[Experience_(LWR)#Mission_XP|Mission Experience]].&lt;br /&gt;
&lt;br /&gt;
= Rewards =&lt;br /&gt;
&lt;br /&gt;
All missions reward bounties for most aliens killed and usually some form of panic reduction for a successful mission. Most missions have meld canisters present which can be manually collected to get their meld immediately or automatically collected if the mission is completed before they expire. UFO Missions and Alien Base Assaults reward extra scavenged resources of alloy (based on the type of UFO) and elerium (based on recovered UFO Power Cylinders). Council missions will have set rewards that can include scientists, engineers, credits or other resources, and reward soldiers. &lt;br /&gt;
&lt;br /&gt;
The rewards will increase in value by 10% per month of the campaign and are modified based on the campaign length.&lt;br /&gt;
&lt;br /&gt;
== Fast Completion ==&lt;br /&gt;
&lt;br /&gt;
Any abduction, terror, or council mission that is completed quickly has a chance to have the council offer a 100-200 credit bonus.&lt;br /&gt;
&lt;br /&gt;
The percent chance is: &lt;br /&gt;
 &#039;&#039;&#039;2 x (2 x Num_Aliens - Turns_Passed)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Turns_Passed&#039;&#039;&#039; for Fast Completion rewards on &#039;&#039;&#039;abduction missions&#039;&#039;&#039; and &#039;&#039;&#039;terror missions&#039;&#039;&#039; are decreased by 6 (made harder by requiring less turns) but then increased by 1 for every 2 hours remaining when arriving at a mission.&lt;br /&gt;
&lt;br /&gt;
The bonus increases in value by 5% per month of the campaign and is modified based on the campaign length.&lt;br /&gt;
&lt;br /&gt;
== Meld ==&lt;br /&gt;
&lt;br /&gt;
The yield of meld canisters follows approximately this formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Meld Reward = 4 * (4 + Alien Level) * (&#039;&#039;&#039;Difficulty Modifier&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;/div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Difficulty Modifier&#039;&#039;&#039; is (1.2/1.1/1.0/0.9/0.8) for Easy/.../Pain&lt;br /&gt;
&lt;br /&gt;
The meld is modified based on the campaign length.&lt;br /&gt;
&lt;br /&gt;
All meld canisters slowly leak so their reward is also modified based on how fresh they are:&lt;br /&gt;
 Meld Reward = Base Meld Reward * (0.5 + (Turns Remaining / 5.0))&lt;br /&gt;
&lt;br /&gt;
Note: If an abduction or UFO mission has fewer than 3 meld canisters (by design), quick completions will result in obtaining extra canisters of meld at the end of the mission.&lt;br /&gt;
&lt;br /&gt;
=Abductions=&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:520px;float:right;&amp;quot;&amp;gt;[[File:LWRabduction.jpg|right|500px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; credits/scientists/engineers/soldiers (see below), -4 panic in country, and -2 panic in continent (both modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +4 [[Alien_Level_(LWR)|alien research]], +14 country panic (modified by current country panic), and +4 continent panic (both modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 12 hours&lt;br /&gt;
&lt;br /&gt;
Alien Abductions are generated by an Abductor and are an [[Alien_Missions_(LWR)#Abduction|Alien Mission]] that occurs a few times a month (depending on Campaign Length).&lt;br /&gt;
&lt;br /&gt;
 For every 3 hours the abduction is active the aliens have a 20% chance to generate +4 panic in that country&lt;br /&gt;
&lt;br /&gt;
Each time the aliens successfully land an abductor on an abduction mission XCOM will be notified, regardless of where in the world they land. The aliens will attempt 2 sets of 2 abductions spaced a day apart (upped to 2 sets of 3 abductions at 6 months in). XCOM will only have time to respond to 1 of the abductions from each set as the others from that set will expire after one is attempted, so a commander must choose wisely.&lt;br /&gt;
&lt;br /&gt;
The maps for each abduction will be chosen randomly, but smaller maps will be filtered out of more dense abductions.&lt;br /&gt;
&lt;br /&gt;
The density of the abduction can be Light(0) -&amp;gt; Moderate(1) -&amp;gt; Heavy(2) -&amp;gt; Swarming(3).  Having high panic makes it easier for the aliens to mount denser abduction missions.&lt;br /&gt;
&lt;br /&gt;
Some abductions will be a &#039;&#039;&#039;Pack Missions&#039;&#039;&#039;. The chance is the density(0-3) x 10%. These abductions will contain primarily a single type of alien and will have the rewards of heavy missions.&lt;br /&gt;
&lt;br /&gt;
The number of aliens at the abduction site depends on the density of the abduction and other factors:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:640px;float:right;&amp;quot;&amp;gt;[[File:LWRAbductionOption.png|right|600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 10px;&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Base Number of Aliens&lt;br /&gt;
|- &lt;br /&gt;
|| Light || 6-7&lt;br /&gt;
|- &lt;br /&gt;
|| Moderate || 8-10&lt;br /&gt;
|- &lt;br /&gt;
|| Heavy || 11-13&lt;br /&gt;
|- &lt;br /&gt;
|| Pack || 11-16&lt;br /&gt;
|- &lt;br /&gt;
|| Swarming || 14-16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abductions usually have their aliens split into 2 pods, but high [[Incursion_Strength_(LWR)|&#039;&#039;&#039;Incursion Strength&#039;&#039;&#039;]] can lead to them being split into 3 pods.&lt;br /&gt;
&lt;br /&gt;
Under the &#039;&#039;&#039;alien activity&#039;&#039;&#039; display (see image on right) it will list the density of the abduction, the current level of the aliens, and possibly 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to alien resources being high, or increased alien leader levels due to alien aggression being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means both of those.&lt;br /&gt;
&lt;br /&gt;
An abduction which is not stopped by XCOM causes panic in the target country and continent, and provides the aliens with additional research. The panic increase is higher if the abduction was conducted in a country with less panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Panic in Abduction Country&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Country/Continent Panic Amount&lt;br /&gt;
|- &lt;br /&gt;
|| 0-20&lt;br /&gt;
|| +22 / +4&lt;br /&gt;
|- &lt;br /&gt;
|| 21-40&lt;br /&gt;
|| +18 / +4&lt;br /&gt;
|- &lt;br /&gt;
|| 41-100&lt;br /&gt;
|| +14 / +4&lt;br /&gt;
|- &lt;br /&gt;
|| Campaign Length&lt;br /&gt;
|| x2 / x1 / x0.5 / x0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Note that the country panic will increase by the amount of the country panic and continent panic combined as the country is always in the continent&lt;br /&gt;
&lt;br /&gt;
All abduction maps that don&#039;t have 3 meld canisters will receive additional meld up to a possible 3 canisters if finished in quickly. The result is that on average, all maps have a similar meld yield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Completing an abduction mission has a chance to grant a reward of credits, scientists, engineers, or a soldier, each with the following amounts:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Reward&lt;br /&gt;
! Amount&lt;br /&gt;
|- &lt;br /&gt;
|| Credits&lt;br /&gt;
|| (80 + &#039;&#039;Rand&#039;&#039;(40)) * Abduction Density (0.25/0.75/2.0/4.0)&amp;lt;br&amp;gt;Final Result increased by 10% per month&lt;br /&gt;
|- &lt;br /&gt;
|| Scientists&lt;br /&gt;
|| 1&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  a 10% chance for another +1&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy/Pack or Denser&#039;&#039;&#039;&#039;&#039;: +2 and a 30% chance for another +1&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: +2 and a 50% chance for another +1&amp;lt;br&amp;gt;Final Result increased by 10% per month&lt;br /&gt;
|- &lt;br /&gt;
|| Engineers&lt;br /&gt;
|| 1&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  a 10% chance for another +1&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy/Pack or Denser&#039;&#039;&#039;&#039;&#039;: +2 and a 30% chance for another +1&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: +2 and a 50% chance for another +1&amp;lt;br&amp;gt;Final Result increased by 10% per month&lt;br /&gt;
|- &lt;br /&gt;
|| Soldier&amp;lt;br&amp;gt;(Only Heavy or Denser)&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Soldier Rank = 1 + Month/3 + &#039;&#039;Rand&#039;&#039;[2 * Abduction Density (3/4)]&amp;lt;br&amp;gt;(The rank cannot exceed your highest ranked soldier (0-7))&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that all rewards (or chances for rewards) are modified by campaign lengths except soldier rewards (accommodates for more soldiers lost on longer campaigns)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Terror Sites=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 20 credits per civilian saved (modified by Campaign Length) (+5% per month), reduced country and continent panic (possibly increased panic if not enough civilians saved) (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Loss of Country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 12 hours&lt;br /&gt;
&lt;br /&gt;
During Terror Missions you are required to eliminate all hostiles and save as many of the 18 civilians that you can. Aliens, who are active, but can see no XCOM soldiers, will target civilians. As well, each alien out of line of sight will have a chance to kill multiple civilians every turn that passes. This means that XCOM should try to engage all pods quickly and stay within sight of active aliens as much as possible if they want to minimize casualties. This can lead to some unwinnable situations though, so the balance between being aggressive and saving civilians vs being cautious and saving XCOM will likely vary mission to mission.&lt;br /&gt;
&lt;br /&gt;
 For every 3 hours the terror site is active the aliens have a 20% chance to generate +4 panic in that country&lt;br /&gt;
&lt;br /&gt;
Terror missions will start with 1 civilian dead if the aliens at the terror site are given 2 hours before XCOM arrives. Additionally, another civilian will be found dead for every hour after that, these deaths are mentioned in the log as well (press L ingame).&lt;br /&gt;
&lt;br /&gt;
Terror missions will automatically generate 30 panic in the target country, and 8 panic across the same continent. However, each civilian saved will decrease the panic generated by the mission by 2 in the target country and 0.6 across the continent. Additionally, each civilian saved in a country will award 20 credits. Both the panic alterations and bonus credits are modified by campaign length (2.0/1.0/0.5/0.25). The credit reward increases by 10% each month.&lt;br /&gt;
&lt;br /&gt;
A Terror Site which is not stopped by XCOM causes the target country to immediately leave the Council of Nations and generates 20 continental panic (modified by Campaign Length).&lt;br /&gt;
&lt;br /&gt;
Terror Sites are generated by a very large assault carrier UFO landing, preceded by a large terror ship scouting the target country. Each time the AL increases, the rate that terror missions appear increases by 10% (stacking geometrically).&lt;br /&gt;
&lt;br /&gt;
All leader levels are increased by 1 during terror missions, and every pod on terror missions will have a guaranteed leader: if a leader fails to spawn due to rng (check [[Alien Life Forms (LWR)|Alien Leaders]]), the game will force it to be a level 1 leader regardless.&lt;br /&gt;
&lt;br /&gt;
Aliens at Terror Sites:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Pod&lt;br /&gt;
! Details&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| 2-3 + 1 on july, increasing every 4 months&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid&lt;br /&gt;
| 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Zombie&lt;br /&gt;
| 50% chance to appear, contains 2-3 zombies&lt;br /&gt;
|-&lt;br /&gt;
| Extra Aliens&lt;br /&gt;
| 5 + 1 for each previous terror mission &amp;lt;br&amp;gt; (up to a max of 6/7/8/9/10 based on difficulty)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | If extra aliens are numerous enough, they can be split into multiple pods&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=UFO Sites=&lt;br /&gt;
&lt;br /&gt;
UFO sites are unique missions in that they will always have a command pod consisting of two or more outsiders. These outsiders have the [[Abilities List (LWR)#Alien Only Perks|Growth]] perk meaning waiting to engage them can result in them becoming very strong. As well, any activated outsiders will call all other enemies on the map to their location, making dealing with multiple pods quite common. The choice of whether to engage the outsiders early when they are weak or to clear out the rest of the map first is up to the commander.&lt;br /&gt;
&lt;br /&gt;
After getting the Advanced Scavenging foundry project, the player has the option to send additional salvage teams (at a cost) at the end of the mission. They will yield additional fragments, alloys, elerium and with a random cost proportional to the size of the resource haul.&lt;br /&gt;
&lt;br /&gt;
Starting in July, UFO missions will have guaranteed enemies:&lt;br /&gt;
&lt;br /&gt;
* Jul/Aug = Cyberdisc&lt;br /&gt;
* Sep/Oct = Mechtoid&lt;br /&gt;
* Nov/Dec = Sectoid Commander + Muton Elite&lt;br /&gt;
* Jan+ = Ethereal + Muton Elite&lt;br /&gt;
&lt;br /&gt;
[[File:Ufoinfo.png|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;UFO Class&#039;&#039;&#039; (see image on right) will list the type of UFO (unknown will show a ?), current &#039;&#039;&#039;Alien Level&#039;&#039;&#039;, &#039;&#039;&#039;boosted Alien Level&#039;&#039;&#039;, as well as give 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;boosted Alien Level&#039;&#039;&#039; (number in brackets beside the current alien level) grants the units the &#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; from a higher &#039;&#039;&#039;Alien Level&#039;&#039;&#039;. The &#039;&#039;&#039;boosted Alien Level&#039;&#039;&#039; does not affect what types of enemies will be present.&lt;br /&gt;
&lt;br /&gt;
As an example, if the listing is 4(7) the &#039;&#039;&#039;boosted Alien Level&#039;&#039;&#039; is 7 which is 3 higher than 4 (the actual &#039;&#039;&#039;Alien Level&#039;&#039;&#039;).  Thus, the aliens will have &#039;&#039;Attribute Increases&#039;&#039;&#039; as if they were &#039;&#039;&#039;Alien Level 7&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The result is that large increases in a &#039;&#039;&#039;boosted Alien Level&#039;&#039;&#039; can be very dangerous and difficult missions.&lt;br /&gt;
&lt;br /&gt;
One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to incursion strength being high or increased alien leader levels due to alien aggression being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means both.&lt;br /&gt;
&lt;br /&gt;
===UFO Crash Site===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (with damage), -2 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 4 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO; however, a crashed UFO may have some of it&#039;s precious artifacts destroyed or damaged.&lt;br /&gt;
&lt;br /&gt;
Enemies on crashed UFOs will sometimes receive a wound. The amount of aliens wounded on a crash is random, with 50% of units rolling to be wounded by 25-75% of their HP. The longer XCOM delays deployment, the fewer aliens will be wounded, and injured units will lose less HP on average.&lt;br /&gt;
&lt;br /&gt;
===UFO Scuttle Rush===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (with damage), -2 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 4 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Later in the game, when a UFO is shot down and not destroyed, there is a chance a Scuttle Rush mission becomes available. This is similar to a UFO Crash Mission but the aliens are now severely injured are are attempting to scuttle the UFO to prevent XCOM from gaining any resources. This will not occur for Overseer UFOs.&lt;br /&gt;
&lt;br /&gt;
The chance a shot down UFO becomes a Scuttle Rush mission is: &#039;&#039;&#039;(Alien Level - 4) * 10%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to succeed, XCOM must engage the aliens attempting to scuttle the UFO (Outsiders) within a certain number of turns. The base number of turns are 5/7/10 for small/medium/large UFOs with +1 turn for every 2 Alien Levels. &lt;br /&gt;
&lt;br /&gt;
If XCOM fails to engage them within the time limit, the UFO will detonate, destroying nearby aliens (and XCOM) and destroying any resources from the UFO. XCOM can still finish the mission by eliminating the remaining aliens but it will count as a failed mission.&lt;br /&gt;
&lt;br /&gt;
Enemies on Scuttle Rush missions will be severely wounded. The amount of aliens wounded on a crash is somewhat random, with all units losing 70-80% of their HP. As well, all enemies on a Scuttle Rush mission will be unable to be [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]]. Last, aliens on Scuttle Rushes start with 6 stacks of heal fatigue to prevent them from actively healing quickly.&lt;br /&gt;
&lt;br /&gt;
===UFO Landing Site===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:330px;float:right;&amp;quot;&amp;gt;[[File:Outsider600.jpg|right|300px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (pristine), -2 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 4 panic in country, UFO mission completion&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 16 hours&lt;br /&gt;
&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;s altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to &#039;&#039;let&#039;&#039; NOE-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact flight computers and power sources. On the other hand, it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed.&lt;br /&gt;
&lt;br /&gt;
 For every 3 hours the mission is active the aliens have a 20% chance to generate +4 panic in that country&lt;br /&gt;
&lt;br /&gt;
The command pod may not be on the bridge. This is so you won&#039;t know exactly where this pod is, and thus won&#039;t be able to prepare a blitzkrieg to take it out.&lt;br /&gt;
&lt;br /&gt;
Landed UFOs are both more difficult and more rewarding than crashed UFOs. This is because there are no enemies killed or wounded and none of the alien artifacts on the UFO will start damaged. Undamaged UFO power source cylinders are one of the best sources of elerium.&lt;br /&gt;
&lt;br /&gt;
=Council Missions=&lt;br /&gt;
&lt;br /&gt;
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.&lt;br /&gt;
&lt;br /&gt;
Council missions will occur every 15-30 days (modified by campaign length).&lt;br /&gt;
&lt;br /&gt;
Drop-in aliens will increase based on difficulty and for each month that has passed.&lt;br /&gt;
&lt;br /&gt;
===Site Recon===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Trigger the air strike and reach the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, bonus +200 mission xp for each surviving unit&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +15 country panic, +5 continent panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 3 hours&lt;br /&gt;
&lt;br /&gt;
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot recover any corpses from the mission.&lt;br /&gt;
&lt;br /&gt;
===Target Extraction===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, Van Doorn, Friendly, Watson, Green&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +15 country panic, +5 continent panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 3 hours&lt;br /&gt;
&lt;br /&gt;
Rescuing Peter Van Doorn will now add him to your roster. Just remember that it&#039;s not fair if he has all the fun.&lt;br /&gt;
&lt;br /&gt;
===Target Escort===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Credits, possibly Carlock&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +15 country panic, +5 continent panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 3 hours&lt;br /&gt;
&lt;br /&gt;
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.&lt;br /&gt;
&lt;br /&gt;
===Asset Recovery===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Kill all aliens&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits, Cache of Alloys or Elerium&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +15 country panic, +5 continent panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 3 hours&lt;br /&gt;
&lt;br /&gt;
Eliminate all hostiles and secure the asset.&lt;br /&gt;
&lt;br /&gt;
===Bomb Disposal===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Defuse the bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits, -4 continent panic (modified by campaign length), 1 UFO Power Source (modified by campaign length; requires killing all enemies)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +15 country panic, +5 continent panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 3 hours&lt;br /&gt;
&lt;br /&gt;
With the help of power nodes to gain time (+2 turns per power node), find the Bomb and deactivate it.&lt;br /&gt;
&lt;br /&gt;
=DLC Missions=&lt;br /&gt;
&lt;br /&gt;
The DLC missions include the Slingshot and Progeny missions. Each DLC consists of a set of 3 missions which require success on each previous mission in order for the next to spawn.&lt;br /&gt;
&lt;br /&gt;
The date for the DLC missions to occur in LWR is somewhat randomized and not predictable.&lt;br /&gt;
&lt;br /&gt;
===Slingshot===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zhang_Face2.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Friends in Low Places&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], a Triad operative from China, has decided to defect to XCOM and is requesting pickup. He brings with him a mysterious briefcase containing alien technology.&lt;br /&gt;
&lt;br /&gt;
Zhang must be [[Missions_(EU2012)#Escort|escorted]] to the extraction zone through a graveyard. Completing this mission sees Zhang join [[XCOM_(EU2012)|XCOM]]. The airdrops roll normally, including Chryssalids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Zhang reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Confounding_Light.png|180px]]&lt;br /&gt;
!Confounding Light&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The equipment provided by Zhang proves to be navigational aids for an alien battleship approaching China. XCOM must plant these beacons on a train to send it off-course.&lt;br /&gt;
&lt;br /&gt;
This mission plays similar to a bomb disposal, in that your units must &amp;quot;activate&amp;quot; transponders on the train before finally heading to the engine cabin and having it leave the station. There is a time limit of 10 turns (which is &#039;&#039;not&#039;&#039; extended as you proceed). Note that with all transponders activated, reaching the engine cabin controls on the train immediately ends the mission. The enemy pods roll normally, but the airdrops consist almost exclusively of Mutons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the engine cabin controls with all transponders activated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Gangplank.png|180px]]&lt;br /&gt;
!Gangplank&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The alien battleship has been brought low, and XCOM plans to capture the whole thing from the air. Your squad must move through the ship, disabling its engines to bring it to the ground with minimal damage. This can either be done in a manner similar to bomb diffusing or via the use of explosives.&lt;br /&gt;
&lt;br /&gt;
This mission rewards XCOM with a Fusion Core required for certain advanced technology. The enemy pods roll normally. The airdrops roll normally, including Chryssalids, Cyberdiscs and Mechtoids, some of which will drop from behind XCOM as they progress through the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated and all Power Conduits are disabled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Progeny===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:PortentOverhead.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Portent&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The Council has been monitoring unusual reports about a hijack attempt on an unauthorized French military convoy. Although the alleged perpetrators were human, our intel indicates the aliens may also have been in the area. If true, this raises a number of questions about the &#039;&#039;cargo&#039;&#039; being moved. We&#039;ll need a squad to investigate; Central should have our complete report momentarily.&lt;br /&gt;
&lt;br /&gt;
A French military convoy was caught in an ambush. The convoy&#039;s current status is unknown. Be prepared for anything.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Anton Smits join XCOM. There are various pods on the map, depending on the alien level. The airdrops roll normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Anton Smits reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:XCOM EW ProgenyCharacter.png|180px]]&lt;br /&gt;
!Deluge&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The surviving EXALT operative has provided additional intel on the location of our missing transport vehicle, and not a moment too soon. It appears the aliens have cornered the truck on a dam in eastern France. If we&#039;re going to recover the cargo, we&#039;ll need to act fast.&lt;br /&gt;
&lt;br /&gt;
The transport is stopped on a dam in France; it&#039;s likely the aliens have sabotaged the structure. They clearly consider this transport to be high value. Expect substantial opposition, including Mechtoids.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Annette Durand join XCOM. The enemy pods roll normally, but the airdrops consist almost exclusively of Sectoids, Mutons and Mechtoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the convoy where Annette Durand awaits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Furiestanks.png|180px]]&lt;br /&gt;
!Furies&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The intelligence provided by Annette indicates the aliens are attempting to transfer at least three other captives in a remote area near the Alps. If each of these abductees harbors the same potential that Annette has demonstrated, it is imperative we do not allow the aliens to keep them captive.&lt;br /&gt;
&lt;br /&gt;
The aliens are holding Annette&#039;s fellow abductees on their ship and will not easily let them go. Secure the captives as quickly as possible. Expect heavy resistance, including Berserkers.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has the Furies join XCOM (depending upon who was saved). The enemy pods roll normally. The airdrops roll normally, including Mechtoids, Berserkers and Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Exalt Missions=&lt;br /&gt;
&lt;br /&gt;
Exalt missions will be unique in that they will consist almost entirely of Exalt soldiers. These soldiers are similar to XCOM in their strength and weaknesses. As well, these missions require a Covert Operative to be deployed on site before the mission starts, and these Covert Operatives tend to be spawn separated from the rest of the squad. &lt;br /&gt;
&lt;br /&gt;
Covert Operatives are restricted to &#039;&#039;&#039;Scouts&#039;&#039;&#039;, &#039;&#039;&#039;Infantry&#039;&#039;&#039;, &#039;&#039;&#039;Medics&#039;&#039;&#039;, and &#039;&#039;&#039;Engineers&#039;&#039;&#039; and cannot command other units or be commanded themselves. Covert Operatives gain the perk Fast and Furious.&lt;br /&gt;
If the mission is skipped, the covert operative automatically dies, but unlike most other missions, running down its clock in geoscape has no inherent penalties.&lt;br /&gt;
&lt;br /&gt;
{{Fast and Furious (LWR) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
The quantity and quality of the EXALT pods generated during covert ops depends on the current AL and what kind of mission spawned.&lt;br /&gt;
Any pod that has a + sign next to it on the table below will gain an extra exalt unit of similar strength for every 20 Incursion Strength above 100 (for example, an IS value of 146 will lead to 2 extra regular or elite exalt soldiers spawning within the biggest pod depending on AL)&lt;br /&gt;
&lt;br /&gt;
===Exalt Covert Op Data Recovery===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Transmitter is not destroyed and all Exalt are eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 200 credits (halved if the encoder is lost), 40 meld (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 4 country panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
These missions are similar to their vanilla equivalent. You field a squad of five and defend an encoder and transmitter. Exalt comm arrays are available for your covert operative to hack which will force all exalt on the map to reload before firing again. Reinforcements will continue throughout the mission so be prepared to fight from all flanks.&lt;br /&gt;
&lt;br /&gt;
Due to the constant reinforcements and Exalt&#039;s desire to rush the encoder and transmitter, an ideal squad for this mission should involve units that can deal a lot of damage (especially to flanked units) and manage drop-in overwatch. This is because if you fail to deal enough damage, the reinforcements may quickly result in you facing insurmountable numbers of Exalt, forcing you to retreat or die.&lt;br /&gt;
&lt;br /&gt;
The missions start with 2 medium-sized Exalt pods and 1 Exalt SHIV pod (AL4+ only). Reinforcements occur every 2 turns starting on the 3rd-4th turn and will occur 3 times. The reinforcing units are forcibly the same type as the ones who were already present (except for shivs).&lt;br /&gt;
&lt;br /&gt;
The Covert Operative is not required to survive for this mission to be a success.&lt;br /&gt;
&lt;br /&gt;
====Starting pods====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; role=&amp;quot;presentation&amp;quot; style=&amp;quot;text-align: center; width:700px; margin:0; style=&amp;quot;background-color: #fff;&lt;br /&gt;
!Alien Level&amp;lt;br/&amp;gt;&lt;br /&gt;
!Pod #1&lt;br /&gt;
!Pod #2&lt;br /&gt;
!Pod #3&lt;br /&gt;
|-&lt;br /&gt;
|1-2-3&lt;br /&gt;
|3 soldiers+&lt;br /&gt;
|2 soldiers&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|4-5-6&lt;br /&gt;
|4 soldiers+&lt;br /&gt;
|3 soldiers&lt;br /&gt;
|1 shiv&lt;br /&gt;
|-&lt;br /&gt;
|7-8-9&lt;br /&gt;
|2 elite soldiers+&lt;br /&gt;
|2 elite soldiers&lt;br /&gt;
|2 shivs&lt;br /&gt;
|-&lt;br /&gt;
|10+&lt;br /&gt;
|5 elite soldiers+&lt;br /&gt;
|2 elite soldiers&lt;br /&gt;
|3 shivs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exalt Covert Op Extraction===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:420px;float:right;&amp;quot;&amp;gt;[[File:Security Breach Trailer 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Covert Op reaches the evac zone with 3 towers hacked and 2 data sources&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 100 credits, 30 meld (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 4 country panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
In this mission type you are limited to only 3 soldiers and your Covert Operative. As such, you want to avoid getting into a prolonged firefight with Exalt; get your operative to the relays, hack them, and get out ASAP.&lt;br /&gt;
&lt;br /&gt;
You must acquire 2 sets of data from the relays, which will always requiring the hacking of 3 arrays (the 2nd array will always contain no data).&lt;br /&gt;
&lt;br /&gt;
An ideal squad will involve damage-dealers that can quickly sweep the site of the initial enemies while also surviving the first 2-3 waves of drop-ins.&lt;br /&gt;
&lt;br /&gt;
The missions start with a small number of Exalt, of up to two different classes of Exalt soldiers. Approaching or activating relays has no effect on triggering reinforcements.&lt;br /&gt;
&lt;br /&gt;
The first set of Exalt reinforcements now arrive on turn 4 -&amp;gt; 8 (on pain -&amp;gt; normal) and will reinforce again every 3 turns. Each time Exalt sends in reinforcements there will be an additional 2 units, meaning that they very quickly become unstoppable if you take too long. These reinforcements will be of the same two classes as the initial squad.&lt;br /&gt;
&lt;br /&gt;
Example on Impossible:&lt;br /&gt;
 2 units on turn 5, 4 units on turn 8, 6 units on turn 11, 8 units on turn 14, and 10 units on turn 17&lt;br /&gt;
&lt;br /&gt;
Reinforcements will stop completely if you make it to turn 24. Due to the sheer number of possible reinforcements, it is advised to NOT try to fight all of the reinforcements, but simply activate the relays and retreat.&lt;br /&gt;
&lt;br /&gt;
====Starting pods====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; role=&amp;quot;presentation&amp;quot; style=&amp;quot;text-align: center; width:700px; margin:0; style=&amp;quot;background-color: #fff;&lt;br /&gt;
!Alien Level&amp;lt;br/&amp;gt;&lt;br /&gt;
!Pod #1&lt;br /&gt;
!Pod #2&lt;br /&gt;
!Pod #3&lt;br /&gt;
|-&lt;br /&gt;
|1-3&lt;br /&gt;
|2 soldiers+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3 soldiers+&lt;br /&gt;
|1 soldiers&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 soldiers+&lt;br /&gt;
|2 soldiers&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|5 soldiers+&lt;br /&gt;
|3 soldiers&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|3 soldiers+&lt;br /&gt;
|1 elite soldier&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4 soldiers+&lt;br /&gt;
|1 elite soldier&lt;br /&gt;
|1 shiv&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|5 soldiers+&lt;br /&gt;
|2 elite soldiers&lt;br /&gt;
|1 shiv&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|2 elite soldiers+&lt;br /&gt;
|2 elite soldiers&lt;br /&gt;
|1 shiv&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|3 elite soldiers+&lt;br /&gt;
|2 elite soldiers&lt;br /&gt;
|1 shiv&lt;br /&gt;
|-&lt;br /&gt;
|12+&lt;br /&gt;
|4 elite soldiers+&lt;br /&gt;
|2 elite soldiers&lt;br /&gt;
|1 shiv&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exalt Base Assault===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Exalt Base Raid (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All enemies eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1250 credits, Illuminator Gunsight, Cognitive Enchancer, Neuroregulator, 400 meld, -10 Worldwide Panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Country harboring the base leaves immediately, or if it already left, the rest of the continent gets large panic increases. Exalt also performs a Propaganda mission, which increases panic in a random country.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
The Exalt base is crawling with 4 pods of elite Exalt, each containing an Exalt General (or Exalt Commander Iago Van Doorn) and 2 supporting Exalt units. There will also be an Exalt SHIV pod (containing UHIV) and 2 alien pods, a Muton Elite leader, and a Sectoid Commander leader with one supporting alien (16 aliens in total).&lt;br /&gt;
&lt;br /&gt;
The Exalt  base is in a large cubic map, in an office/residence atop a Skyscraper. You are dropped off near a helipad. Inside consists of a foyer, that splits to a library/sitting room and a sparse Situation Room (where Annette&#039;s photo is visible), and to a large sunken central room (with surrounding high hallways) with EXALT&#039;s own bootleg Hologlobe. There are paths that reach around on the outside of the building on the perimeter. The layout of the map is mostly symmetrical. The roof is accessible, and you may have some success firing down through the skylights for the elevated bonus, but the line of sight from the skylights to ground level is quite restrictive.&lt;br /&gt;
&lt;br /&gt;
There are no airdropped Exalt squads.&lt;br /&gt;
&lt;br /&gt;
Falsely accusing a country of harboring the Exalt base will cause a massive spike in panic as well as a significant gain in alien research, so it is unadvised to &amp;quot;guess&amp;quot; where the Exalt base is until you know for sure.&lt;br /&gt;
&lt;br /&gt;
= XCOM Defense Missions =&lt;br /&gt;
&lt;br /&gt;
Under certain situations, the aliens will launch attacks against XCOM. &lt;br /&gt;
&lt;br /&gt;
===XCOM Base Defense===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px; float:right;&amp;quot;&amp;gt;[[File:Base Defense 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 100 credits per council country plus 2 TSGT (or higher) new recruits&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Campaign Loss&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
This mission is always called: Operation Ashes and Temples.&lt;br /&gt;
&lt;br /&gt;
You MUST have at least 12 eligible soldiers for the mission or XCOM will automatically fail the mission and lose the campaign.&lt;br /&gt;
&lt;br /&gt;
This mission will usually occur twice in a campaign.&lt;br /&gt;
First: The first XCOM Base Defense mission now starts as early as August and has an (Incursion Strength - 100)% chance to occur each month; it will always occur at least by November.&lt;br /&gt;
Second: once you build the Gollop Chamber.&lt;br /&gt;
&lt;br /&gt;
In either situation, your home country is assaulted by a UFO early in the month - a [[UFOs (LWR)#Battleship|Battleship]] who will aim to destroy your satellite there. Later on the month, another UFO - an [[UFOs (LWR)#Assault Carrier|Assault Carrier]] will arrive and attempt to land on your base, when the UFO alert/interception prompt appears, it will say &amp;quot;Warning! Warning! UFO vectoring to XCOM HQ!&amp;quot; on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.&lt;br /&gt;
&lt;br /&gt;
You will get the chance to select and equip a squad for this mission. You select and equip 12 soldiers (with up to 3 MECs). Any units not selected will join XCOM Security on [[Engineering_(LWR)#Base_Upgrades|&#039;&#039;&#039;patrols&#039;&#039;&#039;]] if researched. Of the 12 selected, the first 5 will be available at the start. The following 3 will arrive right after the first alien squad drops in at the start of turn 2. The other 4 soldiers from this lineup will arrive as reinforcements, replacing losses. Unlike vanilla and LW, there are no blueshirt rookies on this mission.&lt;br /&gt;
&lt;br /&gt;
The aliens will drop in to the command center, followed by a random assortment flyers in the back and drops in to the MEC bay, near the end of the mission more waves arrive in the forward access tunnels. Expect this mission to be difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. &lt;br /&gt;
&lt;br /&gt;
All aliens will acquire:&lt;br /&gt;
{{Shoot to Kill (LWR) |align=left |text=1}}&lt;br /&gt;
Any unit that did not participate in Delta Section will have been fighting aliens elsewhere in the base and has a 50% chance to be fatigued and a 30% chance to be injured. This simulates them fighting or succumbing to collateral damage elsewhere during the assault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Engineering_(LWR)#Base_Upgrades|XCOM Security Programs]]&#039;&#039;&#039; can weaken aliens before they properly engage your squad, making any Base Defense mission a LOT easier.&lt;br /&gt;
&lt;br /&gt;
===XCOM Air Base Defense===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Base Defense 3 (EU2012).png|400px|right]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; severe damage and/or destruction of multiple interceptors&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
In addition to assaulting your base, aliens can go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the [[XCOM_HQ_Multiplayer_(EU2012)|Interceptor bay]]. This mission must be completed to avoid severe damage or destruction of your interceptors.&lt;br /&gt;
&lt;br /&gt;
If the Hyperwave Relay is built, the mission notice on the approaching UFO will say &amp;quot;Retaliation&amp;quot;. Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.&lt;br /&gt;
&lt;br /&gt;
Unlike the XCOM Base Defense, the Air Base Defense mission will not only happen frequently (especially after the player has started fielding plasma weapons) but it is also easier than the standard Base Defense.&lt;br /&gt;
&lt;br /&gt;
=Storyline Missions=&lt;br /&gt;
&lt;br /&gt;
These missions are required to progress and pass the game. They are significantly easier than their counterparts in LW 1.0 in order to make them less of a roadblock. The exception is the Temple Ship Assault which is significantly harder than LW 1.0 and may be the most difficult mission of a campaign.&lt;br /&gt;
&lt;br /&gt;
===Alien Base Assault===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1 Hyperwave Beacon, -10 Alien Research (* see below) , Alien Aggression to 100%, Recover Country at 55 Panic, -10 Continent Panic, 1 Fusion Core, 3 UFO Power Sources, 4 Alien Surgeries, 15 Alien Stasis Tanks, 10 Alien Foods, 1 Alien Entertainment, 100 Meld&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; No specific penalty -- though you will lose the entire squad as you cannot retreat from this mission&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
The 1st alien base is auto-generated when you lose a country in the first month. You need to develop a Skeleton Key, and then place a satellite over an alien occupied country to locate and assault the alien base. With that in mind, you may want to do your first Alien Base Assault as soon as possible, as to face weaker aliens. That way, even if you do lose more countries, but don&#039;t want to risk soldiers attacking another Base, at least you can still progress with the storyline. For the first alien base assault, the most difficult enemy to face will be a Sectoid Commander in the final room (or if it&#039;s really late in the game Ethereal).&lt;br /&gt;
&lt;br /&gt;
Skeleton Keys can only be produced 1 at a time and cannot be rushed. Each key fabricated will make the next key cost double the previous key. Consecutive alien base assaults become prohibitive due to increasing key cost and increasing alien strength.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Elerium cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Skeleton_Key_(EU2012).png|128px|Skeleton Key]]&amp;lt;br /&amp;gt; Skeleton Key||[[Research (LWR)#Main Tech|Alien Operations]]||40||title=&amp;quot;Cost in Credits&amp;quot;|100/200/400/etc.||title=&amp;quot;Cost in Elerium&amp;quot;|50/100/200/etc.||1 [[Alien Artifacts (LWR)#Outsider_Shards|Outsider Shard]]||title=&amp;quot;Duration in days&amp;quot;|9 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to the surprise nature of the attack all aliens will be [[Other_Abilities_(LWR)#Unprepared|&#039;&#039;&#039;Unprepared&#039;&#039;&#039;]] on turn 1 and [[Other_Abilities_(LWR)#Off Guard|&#039;&#039;&#039;Off Guard&#039;&#039;&#039;]] on turn 2. All pods will contain a leader alien and certain alien types will have bonus leader levels. As well, each time you successfully raid an alien base the next alien base will be fortified with extra alien pods. Those pods will contain 2/4/6/8/8 aliens (depending on difficulty). Specific alien pods are reinforced with stronger leaders during any base assault.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Previously Successful ABAs&lt;br /&gt;
! Additional Aliens&amp;lt;br&amp;gt;(Not Cumulative)&lt;br /&gt;
|- &lt;br /&gt;
|| 0 (First Attempt)&lt;br /&gt;
|| None&lt;br /&gt;
|- &lt;br /&gt;
|| 1&lt;br /&gt;
|| Chryssalid pod&lt;br /&gt;
|- &lt;br /&gt;
|| 2&lt;br /&gt;
|| Sectoid Commander pod&lt;br /&gt;
|- &lt;br /&gt;
|| 3&lt;br /&gt;
|| Chryssalid pod + Sectoid Commander pod&lt;br /&gt;
|- &lt;br /&gt;
|| 4&lt;br /&gt;
|| Muton Elite pod + Heavy Floater pod&lt;br /&gt;
|- &lt;br /&gt;
|| 5+&lt;br /&gt;
|| Sectopod pod + Ethereal pod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Alien Type&lt;br /&gt;
! Extra Leader Levels&lt;br /&gt;
|- &lt;br /&gt;
|| Chryssalids and Sectoid Commanders&lt;br /&gt;
|| +2&lt;br /&gt;
|- &lt;br /&gt;
|| Muton Elites and Heavy Floaters&lt;br /&gt;
|| +5&lt;br /&gt;
|- &lt;br /&gt;
|| Sectopods and Ethereals&lt;br /&gt;
|| +8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 * Note that Alien Research is NOT Alien Level -- if research is at a cap changes to it might not affect Alien Level&lt;br /&gt;
&lt;br /&gt;
===Overseer Crash Site===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Ethereal Device, UFO equipment and resources&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
The Overseer contains a significant crew that, while hurt from the crash, will still pack quite a punch. &lt;br /&gt;
&lt;br /&gt;
The enemy pods are fixed, there are always 7 pods, each containing 4 enemies:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 1 Ethereal pod&lt;br /&gt;
 1 Sectopod pod&lt;br /&gt;
 1 Heavy Floater pod&lt;br /&gt;
 1 Sectoid Commander pod&lt;br /&gt;
 1 Muton Elite pod&lt;br /&gt;
 1 Cyberdisc pod&lt;br /&gt;
 1 Outsider pod&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fail, more overseers will spawn allowing you to attempt one again, so do not feel bad about retreating if you get overwhelmed on a first attempt.&lt;br /&gt;
&lt;br /&gt;
===Temple Ship Assault===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:620px;float:right;&amp;quot;&amp;gt;[[File:TempleShip.png|right|600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Win the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Lose the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
The volunteer on this mission will gain access to multiple psionic abilities, including &#039;&#039;&#039;Distortion&#039;&#039;&#039;, &#039;&#039;&#039;Psi Overload&#039;&#039;&#039;, and &#039;&#039;&#039;Rift&#039;&#039;&#039;, making quite a formidable psionic soldier. Do note that &#039;&#039;&#039;Distortion&#039;&#039;&#039; will prevent them from being healed.&lt;br /&gt;
&lt;br /&gt;
As well, all soldiers will acquire:&lt;br /&gt;
{{Final Stand (LWR) |align=left |text=1}}&lt;br /&gt;
The Temple Ship will contain some of the strongest alien leaders in the game. Champion aliens will have a plasma shield, so they can be difficult to dispatch. After the first turn, Aliens on the Temple Ship will always be [[Other_Abilities_(LWR)#Alien_Scamper|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]]; they will never be off-guard or unprepared.&lt;br /&gt;
&lt;br /&gt;
 The number of enemies on the Temple Ship is reduced by 1 for every council country supporting XCOM&lt;br /&gt;
&lt;br /&gt;
Go in heavy, hit hard, and let nothing stand in your way. This may be the most difficult mission in your campaign.&lt;br /&gt;
&lt;br /&gt;
At the end of the road, in the Ethereal Cathedral awaits the &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039;, Lord of the Alien Collective. Rushing the Uber Ethereal is not advised, as he will be able to distortion damage share up to a range of 200 tiles. However, don&#039;t be too slow as he&#039;ll begin using &#039;&#039;&#039;psychic storm&#039;&#039;&#039; from a distance.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Missions (LWR)]]&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126036</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126036"/>
		<updated>2026-01-16T06:54:02Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1}} &lt;br /&gt;
{{LWR Perk|robotic=1}}&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1}}&lt;br /&gt;
{{LWR Perk|growth=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
{{LWR Perk|acidic=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
{{LWR Perk|agile=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1}}&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1}}&lt;br /&gt;
{{LWR Perk|robotic=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1}}&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1}}&lt;br /&gt;
{{LWR Perk|brute=1}}&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1}}&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1}}&lt;br /&gt;
{{LWR Perk|fortified=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1}}&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1}}&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
{{LWR Perk|savior=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks, they all have Holo Rounds. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Holo Rounds (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|fortified=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1}}&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1}}&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|savior=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126035</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126035"/>
		<updated>2026-01-16T06:47:41Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Exalt SHIV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126034</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126034"/>
		<updated>2026-01-16T06:46:34Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Sectopod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126033</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126033"/>
		<updated>2026-01-16T06:45:24Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Heavy Floater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126032</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126032"/>
		<updated>2026-01-16T06:44:38Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Sectoid Commander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126031</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126031"/>
		<updated>2026-01-16T06:43:41Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Muton Elite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126030</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126030"/>
		<updated>2026-01-16T06:42:52Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Mechtoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126029</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126029"/>
		<updated>2026-01-16T06:40:27Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Seeker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126028</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126028"/>
		<updated>2026-01-16T06:39:12Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Muton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126027</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126027"/>
		<updated>2026-01-16T06:36:47Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Outsider */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126026</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126026"/>
		<updated>2026-01-16T06:33:37Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Floater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126025</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126025"/>
		<updated>2026-01-16T06:31:28Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Thin Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126024</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126024"/>
		<updated>2026-01-16T06:30:11Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Sectoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Alien_Stat_(Leader)_Table_(LWR)&amp;diff=126023</id>
		<title>Template:Alien Stat (Leader) Table (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Alien_Stat_(Leader)_Table_(LWR)&amp;diff=126023"/>
		<updated>2026-01-16T06:28:19Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! style=&amp;quot;padding: 5px; min-width:140px;&amp;quot; | Leader Name &lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | [[File:ABILITY_LEAD_BY_EXAMPLE_(EU2012).png|24px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Leader Level&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0;&amp;quot; | {{Damage Icon}} &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;Bonus HP&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Aim (Long War)}} &#039;&#039;&#039;Bonus Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Bonus Will&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0;&amp;quot; | &#039;&#039;&#039;Additional Perks&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:5px;&amp;quot; | {{{rank1-name}}} || {{{rank1-level}}} || {{{rank1-damage}}} || {{{rank1-hp}}} || {{{rank1-aim}}} || {{{rank1-will}}} ||style=&amp;quot;text-align:left;&amp;quot;| {{{rank1-perks}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:5px;&amp;quot; | {{{rank2-name}}} || {{{rank2-level}}} || {{{rank2-damage}}} || {{{rank2-hp}}} || {{{rank2-aim}}} || {{{rank2-will}}} ||style=&amp;quot;text-align:left;&amp;quot;| {{{rank2-perks}}}&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank3-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank3-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-will}}}&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;{{{rank3-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank4-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank4-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-will}}}&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;{{{rank4-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank5-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank5-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-will}}}&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;{{{rank5-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Alien_Stat_(Leader)_Table_(LWR)&amp;diff=126022</id>
		<title>Template:Alien Stat (Leader) Table (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Alien_Stat_(Leader)_Table_(LWR)&amp;diff=126022"/>
		<updated>2026-01-16T06:19:41Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! style=&amp;quot;padding: 5px; min-width:140px;&amp;quot; | Leader Name &lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | [[File:ABILITY_LEAD_BY_EXAMPLE_(EU2012).png|24px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Leader Level&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0;&amp;quot; | {{Damage Icon}} &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;Bonus HP&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Aim (Long War)}} &#039;&#039;&#039;Bonus Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Bonus Will&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0;&amp;quot; | &#039;&#039;&#039;Additional Perks&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:5px;&amp;quot; | {{{rank1-name}}} || {{{rank1-level}}} || {{{rank1-damage}}} || {{{rank1-hp}}} || {{{rank1-aim}}} || {{{rank1-will}}} || {{{rank1-perks}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:5px;&amp;quot; | {{{rank2-name}}} || {{{rank2-level}}} || {{{rank2-damage}}} || {{{rank2-hp}}} || {{{rank2-aim}}} || {{{rank2-will}}} || {{{rank2-perks}}}&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank3-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank3-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-will}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank4-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank4-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-will}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank5-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank5-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-will}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Alien_Stat_(Leader)_Table_(LWR)&amp;diff=126021</id>
		<title>Template:Alien Stat (Leader) Table (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Alien_Stat_(Leader)_Table_(LWR)&amp;diff=126021"/>
		<updated>2026-01-16T06:17:35Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! style=&amp;quot;padding: 5px; min-width:140px;&amp;quot; | Leader Name &lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | [[File:ABILITY_LEAD_BY_EXAMPLE_(EU2012).png|24px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Leader Level&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0;&amp;quot; | {{Damage Icon}} &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;Bonus HP&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Aim (Long War)}} &#039;&#039;&#039;Bonus Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Bonus Will&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0;&amp;quot; | &#039;&#039;&#039;Additional Perks&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:5px;&amp;quot; | {{{rank1-name}}} || {{{rank1-level}}} || {{{rank1-damage}}} || {{{rank1-hp}}} || {{{rank1-aim}}} || {{{rank1-will}}} || style=&amp;quot;text-align:left;&amp;quot; | {{{rank1-perks}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:5px;&amp;quot; | {{{rank2-name}}} || {{{rank2-level}}} || {{{rank2-damage}}} || {{{rank2-hp}}} || {{{rank2-aim}}} || {{{rank2-will}}} || style=&amp;quot;text-align:left;&amp;quot; | {{{rank2-perks}}}&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank3-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank3-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-will}}}&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left&amp;quot;&amp;gt; | {{{rank3-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank4-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank4-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-will}}}&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left&amp;quot;&amp;gt; | {{{rank4-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank5-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank5-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-will}}}&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left&amp;quot;&amp;gt; | {{{rank5-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Alien_Stat_(Leader)_Table_(LWR)&amp;diff=126020</id>
		<title>Template:Alien Stat (Leader) Table (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Alien_Stat_(Leader)_Table_(LWR)&amp;diff=126020"/>
		<updated>2026-01-16T06:15:42Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! style=&amp;quot;padding: 5px; min-width:140px;&amp;quot; | Leader Name &lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | [[File:ABILITY_LEAD_BY_EXAMPLE_(EU2012).png|24px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Leader Level&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0;&amp;quot; | {{Damage Icon}} &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;Bonus HP&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Aim (Long War)}} &#039;&#039;&#039;Bonus Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0; min-width:50px;&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Bonus Will&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding-top:4px; background-color:#eaecf0;&amp;quot; | &#039;&#039;&#039;Additional Perks&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:5px;&amp;quot; | {{{rank1-name}}} || {{{rank1-level}}} || {{{rank1-damage}}} || {{{rank1-hp}}} || {{{rank1-aim}}} || {{{rank1-will}}} || style=&amp;quot;text-align:left;&amp;quot; | {{{rank1-perks}}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:5px;&amp;quot; | {{{rank2-name}}} || {{{rank2-level}}} || {{{rank2-damage}}} || {{{rank2-hp}}} || {{{rank2-aim}}} || {{{rank2-will}}} || style=&amp;quot;text-align:left;&amp;quot; | {{{rank2-perks}}}&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank3-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank3-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank3-will}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;style=&amp;quot;text-align:left;&amp;quot; | {{{rank3-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank4-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank4-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank4-will}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;style=&amp;quot;text-align:left;&amp;quot; | {{{rank4-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#if:{{{rank5-name|}}}|&amp;lt;td style=&amp;quot;padding:5px;&amp;quot;&amp;gt;{{{rank5-name}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-level}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-damage}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-hp}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-aim}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{{rank5-will}}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;style=&amp;quot;text-align:left;&amp;quot; | {{{rank5-perks}}}&amp;lt;/td&amp;gt;}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Alien_Shred_(LWR)&amp;diff=126019</id>
		<title>Template:Alien Shred (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Alien_Shred_(LWR)&amp;diff=126019"/>
		<updated>2026-01-15T18:07:51Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HEAVY SHREDDER.png|32px|{{{align|center}}}|Alien Shred]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Alien Shred|Alien Shred]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon shots apply [[Other_Abilities_(LWR)#Shred|Shred]] equal to 30% (20% on suppressive fire) of the damage dealt as a percent of the target&#039;s max HP (which increases subsequent damage the target receives by the amount of Shred) for the remainder of the battle.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_List_(LWR)&amp;diff=126018</id>
		<title>Abilities List (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_List_(LWR)&amp;diff=126018"/>
		<updated>2026-01-15T18:06:06Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Normal Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toc&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;toctitle&amp;quot;&amp;gt;&amp;lt;h2&amp;gt;Contents&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Normal Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Normal Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Absorption Fields|Absorption Fields]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Arsenal|Arsenal]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ace|Ace]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Aggression|Aggression]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Awareness|Awareness]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Blast|Blast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Body Shield|Body Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bombard|Bombard]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Brawler|Brawler]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Breacher|Breacher]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bring &#039;Em On|Bring &#039;Em On]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bulletstorm|Bulletstorm]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bullseye|Bullseye]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Burst|Burst]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Close Combat Specialist|Close Combat Specialist]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Close Encounters|Close Encounters]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Collateral Damage|Collateral Damage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Combat Drugs|Combat Drugs]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Concealment|Concealment]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Critical System Targeting|Critical System Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Damage Control|Damage Control]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dampening Shield|Dampening Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dash and Bash|Dash and Bash]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Danger Zone|Danger Zone]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dense Smoke|Dense Smoke]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Disabling Shot|Disabling Shot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Double Tap|Double Tap]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Executioner|Executioner]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Extra Conditioning|Extra Conditioning]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Field Medic|Field Medic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fire Rocket|Fire Rocket]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#First Aid|First Aid]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Flight|Flight]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fast and Furious|Fast and Furious]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Final Stand|Final Stand]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fortified|Fortified]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fragmentation|Fragmentation]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Gattler|Gattler]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grapple|Grapple]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grenadier|Grenadier]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grit|Grit]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Guardian|Guardian]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hardened|Hardened]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#HEAT Warheads|HEAT Warheads]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hit and Run|Hit and Run]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Holo Rounds|Holo Rounds]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hunter|Hunter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Impact|Impact]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#In The Zone|In The Zone]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Jetboot Module|Jetboot Module]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Killer Instinct|Killer Instinct]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Kinetic Dampening|Kinetic Dampening]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Light .27Em Up|Light Em Up]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Lock n&#039; Load|Lock n&#039; Load]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Lone Wolf|Lone Wolf]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Low Profile|Low Profile]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Master Mechanic|Master Mechanic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Magnum|Magnum]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Maim|Maim]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mayhem|Mayhem]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mechanic|Mechanic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#One For All|One For All]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#On The Ready|On The Ready]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Onslaught|Onslaught]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Opportunist|Opportunist]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pathfinder|Pathfinder]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Payload|Payload]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Penetrator|Penetrator]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pistolero|Pistolero]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Platform Stability|Platform Stability]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Precision Shot|Precision Shot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pyro|Pyro]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ranger|Ranger]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Rapid Fire|Rapid Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reactive Targeting Sensors|Reactive Targeting Sensors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ready For Anything|Ready For Anything]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reconnaissance|Reconnaissance]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repair|Repair]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repair Servos|Repair Servos]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repulsor Plating|Repulsor Plating]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Robotic|Robotic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Run and Gun|Run and Gun]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sapper|Sapper]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Savior|Savior]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sentinel|Sentinel]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sentry|Sentry]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shadowstep|Shadowstep]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sharpshooter|Sharpshooter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shock and Awe|Shock and Awe]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shredder|Shredder]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Smoke and Mirrors|Smoke and Mirrors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Snapshot|Snapshot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sprinter|Sprinter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Squadsight|Squadsight]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Steadfast|Steadfast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Support Bond|Support Bond]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Suppression|Suppression]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Surgical Targeting|Surgical Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sustain|Sustain]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tandem Warheads|Tandem Warheads]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tenacious Defense|Tenacious Defense]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tracker|Tracker]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Vital Point Targeting|Vital Point Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Will To Survive|Will To Survive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Alien Only Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Alien Only Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acidic|Acidic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acid Immune|Acid Immune]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acid Spit|Acid Spit]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Agile|Agile]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Alien Shred|Alien Shred]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Blood Call|Blood Call]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bloodlust|Bloodlust]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Cannon Fire|Cannon Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Death Explosion|Death Explosion]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Deflection Shield|Deflection Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fractal Spawn|Fractal Spawn]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Greater Mind Merge|Greater Mind Merge]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Growth|Growth]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Gunslinger|Gunslinger]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hive Mind|Hive Mind]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Insentient Crush|Insentient Crush]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Intimidate|Intimidate]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Launch|Launch]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Leap|Leap]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Control|Mind Control]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mortar Barrage|Mortar Barrage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Orbital Ray|Orbital Ray]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Overdrive|Overdrive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Overload|Overload]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Fade|Psi Fade]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Lance|Psi Lance]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Shield|Psi Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psychic Storm|Psychic Storm]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reconstruction Protocol|Reconstruction Protocol]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shadowshot|Shadowshot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stealth|Stealth]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Strangle|Strangle]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stun Immune|Stun Immune]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Transform|Transform]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Vertical Drive|Vertical Drive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Gene Mods|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Gene Mods]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Advanced Perception|Advanced Perception]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dual Heart|Dual Heart]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Enhanced Metabolism|Enhanced Metabolism]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Iron Skin|Iron Skin]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Muscle Amp|Muscle Amp]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Neural Damping|Neural Damping]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Predictive Tracking|Predictive Tracking]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Regenesis|Regenesis]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Smart Macrophages|Smart Macrophages]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Officer Training|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Officer Training]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Battlefield Aptitude|Battlefield Aptitude]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Combined Arms|Combined Arms]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Camaraderie|Camaraderie]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Cover Tactics|Cover Tactics]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Inspired Tenacity|Inspired Tenacity]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#International Warriors|International Warriors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Show .27Em the Ropes|Show &#039;Em the Ropes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stay Frosty|Stay Frosty]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Strength in Diversity|Strength in Diversity]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tricks of the Trade|Tricks of the Trade]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Commanding Officer|Commanding Officer]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Command|Command]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Psionic Abilities|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Psionic Abilities]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Inner Fire|Inner Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Kinetic Blast|Kinetic Blast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Fray|Mind Fray]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Merge|Mind Merge]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Neural Feedback|Neural Feedback]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Inspire|Psi Inspire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Mastery|Psi Mastery]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Panic|Psi Panic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Rift|Rift]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Telekinetic Field|Telekinetic Field]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Positive Quirks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Positive Quirks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Negative Quirks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Negative Quirks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Death Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Death Perks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Unique Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Unique Perks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Perks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Absorption Fields&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Absorption Fields (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ace&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ace (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Tech&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Tech (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Aggression&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Aggression (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Arsenal&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Arsenal (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Awareness&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Awareness (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Blast (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Body Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Body Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC Suits]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brawler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Brawler (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Breacher&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Breacher (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bring &#039;Em On&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bring &#039;Em On (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bulletstorm&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bulletstorm (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bullseye&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bullseye (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burst&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Burst (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SMGs|SMGs]], [[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]], [[Weapons (LWR)#Vulcan Cannons|Vulcan Cannons]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Close Combat Specialist&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Close Combat Specialist (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Close Encounters&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Close Encounters (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Collateral Damage&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Collateral Damage (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combat Drugs&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Combat Drugs (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Critical System Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Critical System Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage Control&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Damage Control (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|Aegis Armor]], [[Armor (LWR)#MEC exoskeletons|Titan Armor]], [[Armor (LWR)#MEC exoskeletons|HMEC Suits]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dampening Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dampening Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Goliath (LWR)|Goliath]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Danger Zone&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Danger Zone (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#LMGs|LMGs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dash and Bash&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dash and Bash (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dense Smoke&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dense Smoke (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Disabling Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Disabling Shot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Double Tap&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Double Tap (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Executioner&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Executioner (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Extra Conditioning&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Extra Conditioning (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fast and Furious&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fast and Furious (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Situation Room (LWR)#Covert Operations|Covert Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Field Medic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Field Medic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Final Stand&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Final Stand (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]] on a final mission&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fire Rocket&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fire Rocket (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Flight (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|Hover SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]], [[Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fortified&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fortified (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fragmentation&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fragmentation (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039;  [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gattler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Gattler (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ghost&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ghost (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grapple&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grapple (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment:&#039;&#039;&#039; [[Armor (LWR)#Light Armor|Kestrel Armor]], [[Armor (LWR)#Light Armor|Banshee Armor]], [[Armor (LWR)#Light Armor|Corsair Armor]], [[Armor (LWR)#Light Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grenadier&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grenadier (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039;  [[Gunner (LWR)|Gunner]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Guardian&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Guardian (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hardened&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hardened (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[MEC Trooper (LWR)|MEC Troopers]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;HEAT Warheads&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{HEAT Warheads (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hit and Run&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hit and Run (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Holo Rounds&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Holo Rounds (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hunter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hunter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Impact&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Impact (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;In The Zone&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{In The Zone (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Jetboot Module&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jetboot Module (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Killer Instinct&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Killer Instinct (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Kitted&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Kitted (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Light &#039;Em Up&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Light &#039;Em Up (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock n&#039; Load&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Lock n&#039; Load (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039;  [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], All [[Alien Life Forms (LWR)#Exalt Operative|Exalt Soldiers]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lone Wolf&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Lone Wolf (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Low Profile&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Low Profile (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039;  [[Alien Life Forms (LWR)#Thin_Man|Thin Man]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magnum&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Magnum (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maim&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Maim (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Pistols|Pistols]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Master Mechanic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Master Mechanic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mayhem&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mayhem (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mechanic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mechanic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;One For All&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{One For All (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[MEC Trooper (LWR)|MEC Troopers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Onslaught&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Onslaught (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;On The Ready&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{On The Ready (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Opportunist&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Opportunist (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Overload (Long War Rebalance) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Arc and Stun Rifles|Arc Rifle]], [[Weapons (LWR)#Pistols|Arc Pistol]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pathfinder&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pathfinder (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Payload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Payload (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Penetrator&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Penetrator (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039;[[Alien_Life_Forms_(LWR)#Muton Elite|Muton Elite Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Ballistic/Gauss Special Ammunition|Armor Piercing Ammo]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Platform Stability&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Platform Stability (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Weapon Attachments|Alloy Bipod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pistolero&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pistolero (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Precision Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Precision Shot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pyro&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pyro (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ram&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ram (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ranger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ranger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Encounters&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rapid Encounters (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rapid Fire (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reactive Targeting Sensors&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reactive Targeting Sensors (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ready For Anything&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ready For Anything (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reconnaissance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reconnaissance (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repair&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repair (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repair Servos&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repair Servos (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repulsor&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repulsor (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Armor|Banshee Armor]], [[Equipment (LWR)#Armor|Corsair Armor]], [[Equipment (LWR)#Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Robotic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Robotic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Run and Gun&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Run and Gun (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sapper&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sapper (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Savior&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Savior (LWR) |align=center |text=1|topbotpad=10}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sentinel&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sentinel (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sentry&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sentry (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadowstep&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shadowstep (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment:&#039;&#039;&#039; [[Equipment (LWR)#Miscellaneous gear|Chameleon Vest]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sharpshooter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sharpshooter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Medic (LWR)|Medic]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shock And Awe&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shock And Awe (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shredder&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]], [[Weapons (LWR)#Assault Rifles|Plasma Weapons]], [[Equipment (LWR)#Special Ammunition|Shredder Ammo]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Smoke and Mirrors&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Smoke And Mirrors (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Snapshot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Snapshot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sprinter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sprinter (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All [[Alien Life Forms (LWR)|Alien Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Non-Weapon Passive Equipment|Elerium Turbos]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Squadsight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Squadsight (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Sightings|Marksmen Scope]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steadfast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Steadfast (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Suppression (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Surgical Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Surgical Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sustain&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sustain (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tactical Mobility&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tactical Mobility (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]],&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]], [[Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tandem Warheads&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tandem Warheads (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tenacious Defense&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tenacious Defense (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tinker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tinker (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tracker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tracker (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Proximity Sensor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vital Point Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Vital Point Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]],&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Will To Survive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Will To Survive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Only Perks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acidic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acidic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Immune&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Immune (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Spit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Spit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Agile&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Agile (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Alien Grenade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Grenade (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Alien Shred&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blood Call&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Blood Call (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bloodlust&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bloodlust (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brute&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Brute (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cannon Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cannon Fire (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cloak Screen&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cloak Screen (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin Man|Thin Man]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Death Explosion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Death Explosion (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Deflection Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Deflection Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Eagle Eye&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Eagle Eye (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Explosive Shots&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Explosive Shots (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Cyberdisc|Cyberdiscs]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoids]], [[Alien Life Forms (LWR)#Sectopod|Sectopods]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fractal Spawn&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fractal Spawn (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Outsider|Outsider Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Growth (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gunslinger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Gunslinger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hive Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hive Mind (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Launch&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Launch (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Leap&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Leap (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Thin Man|Thin Man]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mortar Barrage&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mortar Barrage (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Orbital Ray&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Orbital Ray (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overdrive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Overdrive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plasma Ranger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Plasma Ranger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Sectoid Commanders|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plasma Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Plasma Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)|All Alien Champions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Fade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Fade (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pursuit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pursuit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalids]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reconstruction Protocol&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reconstruction Protocol (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadowshot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shadowshot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shoot to Kill&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shoot to Kill (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All [[Alien Life Forms (LWR)|Aliens]] on base defense missions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Skitter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Skitter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stealth&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stealth (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Seeker|Seeker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Strangle&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Strangle (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Seeker|Seeker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stun Immune&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stun Immune (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Zombie|Zombie]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression Tactics&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Suppression Tactics (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Taunt&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Taunt (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Transform&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Transform (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical Drive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Vertical Drive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
&#039;&#039;(See also: [[Gene Mods (LWR)|Gene Mods]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Adrenal Neurosympathy&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Adrenal Neurosympathy (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Advanced Perception&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Advanced Perception (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dual Heart&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dual Heart (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enhanced Metabolism&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Enhanced Metabolism (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Iron Skin&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Iron Skin (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Muscle Amp&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Muscle Amp (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Neural Damping&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Neural Damping (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Predictive Tracking&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Predictive Tracking (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Regenesis&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Regenesis (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Smart Macrophages&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Smart Macrophages (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Officer Training==&lt;br /&gt;
&#039;&#039;(See also: [[Officers (LWR)|Officers]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Commanding Officer&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Commanding Officer (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Command&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Command (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Air Strike&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Air Strike (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tactical Retreat&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tactical Retreat (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Camaraderie&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Camaraderie (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Clutch Leadership&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Clutch Leadership (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combined Arms&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Combined Arms (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;amp;nbsp;&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All  [[Alien Life Forms (LWR)|Alien Champions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cover Tactics&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cover Tactics (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cover Tenacity&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cover Tenacity (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Natural Leadership&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Natural Leadership (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Show &#039;Em the Ropes&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Show &#039;Em the Ropes (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stay Frosty&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stay Frosty (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Strength in Numbers&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Strength in Numbers (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tricks of the Trade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tricks of the Trade (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
&#039;&#039;(See also: [[Psionic (LWR)|Psionics]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Chain Panic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Chain Panic (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Countercharge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Countercharge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Distortion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Distortion (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enthrall&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Enthrall (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater Mind Merge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Greater Mind Merge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Inner Fire (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Insentient Crush&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Insentient Crush (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Kinetic Blast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Kinetic Blast (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Control&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Control (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien_Life_Forms_(LWR)#Uber_Ethereal|Uber Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Fray&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Fray (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Merge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Merge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Rend&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Rend (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Inspire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Inspire (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Lance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Lance (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Mastery&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Mastery (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Panic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Panic (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Surge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Surge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Storm&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Storm (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Tether&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Tether (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Wave&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Wave (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rift&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rift (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Telekinetic Field&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Telekinetic Field (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Uber&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Uber (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien_Life_Forms_(LWR)#Uber_Ethereal|Uber Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Positive Quirks ==&lt;br /&gt;
===Generic===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Armorer&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armorer:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The use of nanobots to repair armor is similar to past experience this soldier has. Repairs to units that still have armor HP repair 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer that repaired/healed in mission, non-luddite&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Baller&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Baller:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier was a competitive sports player in their past and their experience carries over. Grants +15% throw range.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: SnM/Grenadier, non-Maladroit&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Boosted Cores&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Boosted Cores:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier personally modifies the explosives they bring into missions. Grants +1 damage to all explosives.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Grenadier&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brawny&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Brawny:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has hit the gym and it shows. Grants +2 base HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Base HP &amp;gt; 6&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ceaseless&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ceaseless:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit works best under pressure. Grants a 15% chance per enemy in sight for reloading to be a free action.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following classes: ITZ Sniper, HNR/Bullseye Scout, Infantry, Assault, LEU Rocketeer, Gunner, Sentinel/Pistolero/RapidFire Medic, DT Engineer, Jaeger, CCS/DnB Marauder, DT/Sentry Goliath&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combat Technician&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Technician:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This Engineer is comfortable working in a combat situation. If they have the Mechanic subspecialization of Endurance, the passive heal restores 35% of damage taken (instead of 25%).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Conflaguration&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Conflaguration:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The hotter the flame the better. This unit has modified their flamethrowers to deal +2 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Pyro Jaeger&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Crack Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crack Shot:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is a master at connecting their shots. Shots from this soldier never [[Other_Abilities_(LWR)#Graze|graze]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sharpshooter&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Critical Analysis&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Critical Analysis:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is an expert at spotting even the smallest weakness in enemies. Grants +15 crit.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not SnM/Grenadier/Sentry/Mayhem&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Entrenchment&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Entrenchment:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit has learned how to quickly maximize cover when aiming. Grants +50 defense when steadying a weapon in cover.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: OTR Sniper / Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fascination with ALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fascination with&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a passion for studying &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039;. Their shots deal 50% more weapon damage against &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039;. All incoming attacks from &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; graze, dealing half of their original damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Thin Men, Floaters (including Heavy Floaters), Outsiders, Chryssalids, Mutons (including Muton Elites), Seekers, Cyberdiscs, Mechtoids, Berserkers, Sectopods.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fascination with PSIALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fascination with&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a passion for studying &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039;. Their shots deal 50% more weapon damage against &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039;. All incoming psionic attacks from &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; have their damage reduced by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Sectoids (including Sectoid Commanders), Ethereals.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Keen Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keen Mind:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is quick to learn and has seen a lot. Grants +30% xp from all sources. [[Management_(LWR)#Retiring|If they retire, double their missions are added to the OTS mission pool.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Simple&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lucky&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
For this soldier, things always seem to work out. Grants a 20% chance for any miss to hit instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Unlucky and high luck score after missions&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Meld Infused&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Meld Infused:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has been infused with meld granting bonus stats: +2 mob, +10 aim, +20 will, +5 HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: event-exclusive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mental Dominion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mental Dominion:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has superior control of their own mind. If an enemy [[Abilities_List_(LWR)#Mind_Control|Mind Controls]] this soldier, this soldier immediately breaks the control without consequence. [[Abilities_List_(LWR)#Enthrall|Enthrall]], [[Abilities_List_(LWR)#Psi Panic|Psi Panic]], and [[Abilities_List_(LWR)#Mind_Fray|Mind fray]] have no effect on this soldier.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Officer, MEC Trooper or Psion. Additionaly, XCOM must have a Sectoid Commander or Ethereal corpse in inventory&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Nanobot Mastery&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nanobot Mastery:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit understands how medikits work better than most experts. Heals from this unit are not reduced by healing fatigue.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Medic who healed someone during the mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;On Target&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;On Target:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has learned to be proactive during engagements. Grants a 20% chance for this soldier to [[Other_Abilities_(LWR)#Steady_Weapon|steady]] their weapon at the end of their turn if they are idle.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: OTR Sniper, Bullseye Scout/Shogun, Sentinel Infantry, LEU Rocketeer, DT Engineer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pain is Temporary&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pain is Temporary:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier just wants to get back at it and can ignore pain. Reduces injury times by 70%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier injured during the mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Passionate&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passionate:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a smoldering hatred for the aliens and their invasion. They have a 5% chance to [[Other_Abilities_(LWR)#Enrage|enrage]] every turn an enemy is in sight.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not SNM/Sentinel/Sentry&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pistol Pro&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pistol Pro:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier knows how to use a pistol, and how to use it well. Grants +2 damage to all pistol shots.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: Magnum Sniper, HNR+Ranger Scout, Pistolero/Ranger Assault, Pistolero Medic&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Prevail&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prevail:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier turns on when the stakes are the highest. Doubles the bonuses granted by the [[Abilities_List_(LWR)#Bring_.27Em_On|Bring &#039;Em On]] perk.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quick Burn&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Burn:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit has the adrenaline pumping at the beginning of each mission. Grants a bonus of +3.3 mobility at the start of each mission which decreases by 0.6 mobility each turn until the bonus reaches 0 mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Hesitant&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quick Foot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Foot:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has learned how to be quick on their feet. Grants +0.6 base mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: mobility &amp;gt; 15.3&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Reaction&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has exceptional reaction and target acquisition skills. Grants an additional reaction shot on overwatch if this soldier has the [[Abilities_List_(LWR)#Sentinel|Sentinel]] perk.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sentinel&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Receptive Patient&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Receptive Patient:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier responds well to the nanobots in medikits. Medikits used on this unit heal 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Challening Patient, not MEC Trooper, Will to Survive, was healed on this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resolute Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resolute Mind:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has gained incredible control over their mind. Grants +10 base will.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: will &amp;gt; 40&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rocketinker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rocketinker:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier creates their own custom made rockets, increasing their range by 20%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slugger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slugger:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has gained a natural feel for using the [[Equipment_(LWR)#Large_Equipment_.28MEC.29|KSM]]. Melee attacks deal +30% weapon damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Marauder&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Something To Fight For&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Something To Fight For:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A newborn child has increased this soldier&#039;s dedication to seeing the XCOM project achieve victory. Reduces fatigue accumulation by 35%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Event-exclusive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stalker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stalker:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has special skill in attacking their enemies when from a hidden position. Shooting while [[Other_Abilities_(LWR)#Hidden|hidden]] grants an additional +4 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Jaeger&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steady Hands&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steady Hands:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When steadying, this soldier can calm his breathing and lock his hands in place, allowing them to accurately target enemy weak points. Grants an additional +50 aim when [[Other_Abilities_(LWR)#Steady_Weapon|steadying]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sniper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression Prodigy&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suppression Prodigy:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a natural talent for applying [[Other_Abilities_(LWR)#Suppressive_Fire|suppressive fire]]. [[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive]] fire deals +1 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Mayhem Gunner&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Surgeon&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surgeon:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has developed a natural skill for dealing with serious wounds. Medikits on units that are missing some base HP heal 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Guardian Medic / Kitted soldier that is not Squeamish and has healed someone in this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The Mountain&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Mountain:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has perfected becoming an immobile shield. Grants 10% DR while in [[Abilities_List_(LWR)#One_For_All|One For All]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: Marauder, Goliath, Shogun&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Turtler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Turtler:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has become more alert and wary in engagements. They will [[Other_Abilities_(LWR)#Hunker_Down|hunker]] anytime they end a turn with an enemy in view while idle in cover.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Engineer, not MEC Trooper, no Countercharge/Pistolero/RFA/OTR/WTS, unit must have taken damage this misson and be of rank cpl or above&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unload:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier can fire multiple rounds into targets. Shots from this soldier have a 10% chance to cost 0 AP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: HNR Scout, non-Sentinel Infantry, Assault, LEU Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unyielding&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unyielding:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier can take incredible amounts of punishment and still hang on. Everytime this unit is damaged in a turn, it gains an additively stacking 10% chance for incoming attacks to [[Other_Abilities_(LWR)#Graze|graze]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier damaged this mission and has Fortified or Will to Survive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Officer ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Omnipresent Command&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Omnipresent Command:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander has exceptional control of engagements on the battlefield. [[Abilities_List_(LWR)#Commanding_Officer|Commanding Officer]] (0 AP end-in-idle actions) triggers also occur on units that are out of sight.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer ends mission with 0 command charges&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luminary&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Luminary:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander has a naturally inspiring way. Grants an additional [[Abilities_List_(LWR)#Command|Command Charge]] during each mission.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer ends mission with 0 command charges&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cool Commander&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cool Commander:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander doesn&#039;t sweat the hardships of command. Reduces fatigue accumulation by 35%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer with Stay Frosty&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Prepared for the Worst&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepared for the Worst:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander is always on the ready if things get too hairy for their men. Anytime a soldier drops, this commander gains [[Abilities_List_(LWR)#Command|2 command charges]]. [[Other_Abilities_(LWR)#Tactical_Retreat|Tactical retreats]] occur in a single turn. Once called, this commander gains [[Abilities_List_(LWR)#Command|5 command charges]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer not Overconfident&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Sensitivity&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Sensitivity:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion has an easier time sensing enemy brain activity. Triggers of [[Abilities_List_(LWR)#Countercharge|countercharge]] occur 50% more often and deal +2 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Countercharge&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Strength&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Strength:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion has unsually strong neural activity. Grants +1 damage to [[Abilities_List_(LWR)#Countercharge|Countercharge]], [[Abilities_List_(LWR)#Mind_Fray|Mind Fray]], and [[Abilities_List_(LWR)#Psychokinetic_Strike|Kinetic Blast]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Kinetic Blast&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Breacher&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Breacher:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion finds it easy to access and distort the minds of others. Grants +30% hit chance to [[Abilities_List_(LWR)#Mind_Fray|Mind Fray]] and [[Abilities_List_(LWR)#Psi_Panic|Psi Panic.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Mind Fray or Countercharge&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Gene-modded ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steel Skin&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steel Skin:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier&#039;s [[Abilities_List_(LWR)#Iron_Skin|Iron Skin]] modification has mutated to an even denser form. Grants +10 additional base DR if this soldier has the [[Abilities_List_(LWR)#Iron_Skin|Iron Skin]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Iron Skin&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Superdense Muscles&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superdense Muscles:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier took extremely well to the meld infusion in their leg muscles. Grants an extra +1.3 mobility if this soldier has the [[Abilities_List_(LWR)#Muscle_Amp|Muscle Amp]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Muscle Amp&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Uncanny Foresight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Uncanny Foresight:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier&#039;s eye modifications give incredible predictive capacity. Grants an additional +10 aim to reaction shots if this soldier has the [[Abilities_List_(LWR)#Predictive_Tracking|Predictive Tracking]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Predictive Tracking&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== MEC ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Synaptic Fusion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synaptic Fusion:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fusions of synapses have drastically increased the efficiency of this unit&#039;s neural framework. The result is 50% faster experience gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: MEC Trooper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Negative Quirks ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Challenging Patient&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Challenging Patient:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier responds poorly to the nanobots in medikits. Medikits used on this unit heal 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Receptive Patient, not MEC Trooper, Will to Survive, was healed on this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fear of ALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fear of&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has an irrational fear of &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039;. When they encounter &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039;, their will drops to 0 and they lose 1 action point. The will loss lasts until that enemy is incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Sectoids (including Sectoid Commanders), Thin Men, Floaters (including Heavy Floaters), Outsiders, Chryssalids, Mutons (including Muton Elites), Seekers, Cyberdiscs, Mechtoids, Berserkers, Sectopods, Ethereals.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Feeble&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeble:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
War has taken its tole on this soldier and they don&#039;t have the constitution they used. Reduces base HP by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires:  Base HP &amp;gt; 5&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Green Lung&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Green Lung:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier experienced a hypersensitivity to the alien fumes causing some permanent lung damage. Increases fatigue times by 30%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not MEC Trooper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hesitant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hesitant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier takes a while to get the adrenaline pumping and engage fully. Grants a malus of -3.3 mobility at the start of each mission but then regains 0.6 mobility each turn until the malus reaches 0 mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Quick Burn&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Immunocompromised&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Immunocompromised:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has acquired an alien illness that impairs wound healing. Doubles injury times.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier injured this mission, not MEC Trooper.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luddite&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Luddite:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier gets confused with some of the newer technology. Repairs to units that are missing some base HP repair 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer that repaired/healed someone this mission, not Armorer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maladroit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maladroit:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has never been exceptional at throwing. Grants -10% throw range.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: SnM/Grenadier, non-baller&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overconfident&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Overconfident:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander commits hastily and rarely thinks of retreat. Tactical retreats take 1 turn longer.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer not Prepared for the Worst&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Simple&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Simple:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier takes a little longer to grasp new concepts. Grants -15% xp from all sources. If they retire, only half their missions are added to the OTS mission pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: non Keen Mind&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Squeamish&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Squeamish:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has seen too much blood. Medikits on units that are missing some base HP heals 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Guardian Medic / Kitted soldier that is not Surgeon and has healed someone in this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tunnel Vision&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tunnel Vision:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stress of combat can overwhelm this soldier. Reduces crit chance by 15.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unlucky&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unlucky:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier sometimes messes up even when it seems impossible to do so. Grants a 5% chance for any hit to miss instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Lucky and low luck score after missions&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;War Weariness&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;War Weariness:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
War can wear the shine off of any soldier. Reduces base mobility by 0.6.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Weak-Willed&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weak-Willed:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has trouble focusing and resisting psionic attacks. Reduces base will by 10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death Perks ==&lt;br /&gt;
&lt;br /&gt;
The Chance to recieve a death perk seems to be calculated as followed:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Number of dead Soldiers in this mission)&#039;&#039;&#039; x &#039;&#039;&#039;(Number of Ranks of said dead Soldiers)&#039;&#039;&#039; &#039;&#039;&#039;x3&#039;&#039;&#039; if the mission was a failure, &#039;&#039;&#039;x1&#039;&#039;&#039; otherwise, checked against a random number it has to beat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is also worth noting that it seems the game will try to roll for every death perk in order, starting with &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; and ending with &#039;&#039;&#039;Unhinged&#039;&#039;&#039;, rerolling the random number every time it does so. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note that this is just an interpretation of the code when seen in UE Explorer and may not be accurate of what is actually going on.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ever Vigilant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ever Vigilant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has seen death and is more vigilant because of it. Gains a 20% chance for all shots to graze, dealing half their original damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 1st. Random Number: 0-199&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Survivor&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Survivor:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier survived some bloody battles, increasing resilience. Gains %DR equal to a quarter of the % total HP lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 2nd. Random Number: 0-249&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Avenger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Avenger:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier had comrades killed during battle and plans to never let it happen again. Gains +1 crit damage and +10% throw range.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 3rd. Random Number: 0-299&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resolute&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resolute:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier lost comrades in the war and has gained an unwavering resolve. Gains +50% xp from all missions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 4th. Random Number: 0-349&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vindicator&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vindicator:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier lost friends dear to them and wants justice. Grants +10 crit and +2 crit damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 5th. Random Number: 0-399&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Defiant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defiant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has vowed to let nothing get in the way ever again. Permanent immunity to Psychic Tether, fatigue, and exhausted.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 6th. Random Number: 0-449&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Perseverance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perseverance:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier will not stop until the alien threat is eliminated. Fatigue and injury times reduced by 50%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 7th. Random Number: 0-499&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unhinged&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unhinged:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has witnessed extreme violence and has found a love for it. Grants +1 damage for every 2 enemies in vision to all weapons and equipment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 8th. Random Number: 0-549&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unique Perks ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Hans Graf - &#039;&#039;&#039;Practiced Ease&#039;&#039;&#039;: +10% crit chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Stanislav Orlov - &#039;&#039;&#039;Natural Killer&#039;&#039;&#039;: +1 damage against targets at or below 50% HP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Hank Miller - &#039;&#039;&#039;Relentless&#039;&#039;&#039;: 25% chance for missed standard shots to be free actions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Shaojie Zhang  - &#039;&#039;&#039;Ex Triad&#039;&#039;&#039;: +2 damage with pistols.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Annette Durand - &#039;&#039;&#039;Driven By Pressure&#039;&#039;&#039;: Gain +20 will if there are 2 or more enemies in sight.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Peter Van Doorn - &#039;&#039;&#039;Cool Under Pressure&#039;&#039;&#039;: (Enemies in sight)% for end-in-idle actions to be free actions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Marta Kovac - &#039;&#039;&#039;Street Orphan&#039;&#039;&#039;: Years of malnutrition and a harsh environment has left this soldier worse for wear: +10% fatigue accumulation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126017</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=126017"/>
		<updated>2026-01-15T17:49:32Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Chryssalid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
All Sectoid leaders gain &#039;&#039;Gunslinger&#039;&#039;, which allow them to fire a pistol for only 1 AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have direct line of sight to the unit performing the action (not in smoke or stealthed).&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all). Like Sectoids, Sectoid Commander leaders also gain &#039;Gunslinger&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}{{Gunslinger (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=126016</id>
		<title>Equipment (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=126016"/>
		<updated>2026-01-15T04:08:52Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Passive Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
 &lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, all regular soldiers have 2 &#039;&#039;&#039;equipment slots&#039;&#039;&#039; from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots. Some armors and weapons may result in different slot counts.&lt;br /&gt;
&lt;br /&gt;
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the &#039;&#039;Alien Grenades&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.&lt;br /&gt;
&lt;br /&gt;
Most items have a weight, which reduces the mobility of the soldier that equips the item by the amount of weight. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.3 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as &#039;&#039;Packmaster&#039;&#039;, &#039;&#039;Grenadier&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039; do not increase the weight and do not provide additional movement penalties.&lt;br /&gt;
&lt;br /&gt;
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. This can make the soldier faster at the expense of less equipment. This can be useful when moving items between soldiers, outfitting MECs/SHIVs, or selecting mutually exclusive items.&lt;br /&gt;
&lt;br /&gt;
For the purposes of identifying how the tables categorize units:&amp;lt;br&amp;gt;&lt;br /&gt;
-Biosoldiers refers to purely human soldiers (either unmodified, psionic, genetic or officers, but not MECs)&amp;lt;br&amp;gt;&lt;br /&gt;
-Psionic Soldiers are human soldiers who have learned at least one [[Psionic (LWR)|Psionic]] ability&amp;lt;br&amp;gt;&lt;br /&gt;
-Genetically Modified soldiers are human soldiers who have at least one [[Gene Mods (LWR)|Genetically Modified]] part&amp;lt;br&amp;gt;&lt;br /&gt;
-All Units includes all of the above, plus [[S.H.I.V. (LWR)|SHIVs]] and [[MEC Trooper (LWR)|MECs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Passive Equipment==&lt;br /&gt;
&lt;br /&gt;
This equipment will grant soldiers benefits passively, without them having to perform any actions.&lt;br /&gt;
&lt;br /&gt;
===Platings===&lt;br /&gt;
In Long War Rebalance, the aliens hit hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A unit can only equip one plating at a time.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;Base DR&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Ceramic Plating]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
| +2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Alloy Plating]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| Grants 5 crit resist&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&lt;br /&gt;
|12&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Reinforced Plating]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|1.3&lt;br /&gt;
| +3&lt;br /&gt;
| +10&lt;br /&gt;
|Grants 35 crit resist&amp;lt;br&amp;gt;Grants -10 defense&lt;br /&gt;
|[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Chitin Plating]]&#039;&#039;&#039;&lt;br /&gt;
|Genetically Modified Soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| +3&lt;br /&gt;
| +5&lt;br /&gt;
|Grants 15 crit resist&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br&amp;gt;Reduces [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;corrosion&#039;&#039;&#039;]] duration to 1 turn&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]&lt;br /&gt;
|30&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|2 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Regenerative Plating]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|Grants 25 crit resist&amp;lt;br&amp;gt;Resists 75% of Shred&amp;lt;br&amp;gt;Regenerates 1 HP anytime this units takes 3 or more damage&lt;br /&gt;
|[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
|Weightless &lt;br /&gt;
| +4 &lt;br /&gt;
|&lt;br /&gt;
|Grants 20 crit resist&amp;lt;br&amp;gt;Reduces [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;corrosion&#039;&#039;&#039;]] duration to 1 turn&lt;br /&gt;
|[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Core Plating]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
|0.6&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
|Grants 25 crit resist&amp;lt;br&amp;gt;Resists 75% of Shred&amp;lt;br&amp;gt;Reduces [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;corrosion&#039;&#039;&#039;]] duration to 1 turn&lt;br /&gt;
|[[Research (LWR)|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&lt;br /&gt;
|95&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|550&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Scopes===&lt;br /&gt;
There are an array of accessories that make hitting enemies easier. &lt;br /&gt;
&lt;br /&gt;
Scopes apply their bonus to primary weapons only and each unit can only equip one at a time.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|SCOPE]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&lt;br /&gt;
|0.6&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Marksman Scope]]&#039;&#039;&#039;&lt;br /&gt;
|Scouts&lt;br /&gt;
|Weightless&lt;br /&gt;
| +5&lt;br /&gt;
| +20 &lt;br /&gt;
|{{ Squadsight (LWR) }}&lt;br /&gt;
|Can only be equipped with strike rifles&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]&lt;br /&gt;
|10&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Illuminator Scope]]&#039;&#039;&#039;&lt;br /&gt;
|Soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| +10&lt;br /&gt;
| +30&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Neural Scope]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|&#039;&#039;&#039;Psiscopic Vision&#039;&#039;&#039;: Grants +15 aim to non-reaction shots if a psionic ally can also see the target&lt;br /&gt;
|[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Attachments===&lt;br /&gt;
Like scopes, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons. Unlike scopes, you can equip multiple different weapon attachments on the same unit.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Laser Sight]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| +20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|AR Targeter]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|AR Targeter]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|Grants +25% crit damage&lt;br /&gt;
|[[Research (LWR)#Xenology|Xenobiology]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Gunners&amp;lt;br /&amp;gt;Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|{{ Platform Stability (LWR) }}&lt;br /&gt;
| &lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|20&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Prediction Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Prediction Computer]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Reaction shots gain +2 damage&amp;lt;br&amp;gt;Reaction shots gain +10 penetration&amp;lt;br&amp;gt;Grants +10 Defense&lt;br /&gt;
|[[Research (LWR)#Weaponry|Advanced Gauss Weapons]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|29&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Battle Computer]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
|1.3&lt;br /&gt;
| +15&lt;br /&gt;
| +15&lt;br /&gt;
|&lt;br /&gt;
| +15 Defense &lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition Modifiers===&lt;br /&gt;
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.&lt;br /&gt;
&lt;br /&gt;
Ammunition modifiers only affect primary weapons. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Damage bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|High Cap Mags]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Primary weapons gain +1 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with Drum Mags&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Drum Mags]]&#039;&#039;&#039;&lt;br /&gt;
|Non-Private biosoldiers&amp;lt;br&amp;gt;SMGs, Carbines, Assault Rifles, or Battle Rifles only&lt;br /&gt;
|1.3&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Primary weapons gain +3 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with High Cap Mags&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Heavy Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Heavy Mags]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
|1.3&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|Grants +2 ammo&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Enhanced Rounds]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Alloy Enhanced Rounds]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&amp;lt;br&amp;gt;Ballistic/gauss primary weapons only&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| +1&lt;br /&gt;
| &lt;br /&gt;
| +5 penetration&lt;br /&gt;
|[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&amp;lt;br&amp;gt;Laser/pulse primary weapons only&lt;br /&gt;
|0.6&lt;br /&gt;
| +5&lt;br /&gt;
| +1&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reaper ammo lwr.png|80px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Reaper Ammo]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&amp;lt;br&amp;gt;Laser/pulse primary weapons only&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|Grants +30% crit damage&amp;lt;br&amp;gt;Primary weapon range penalties are doubled&lt;br /&gt;
|[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&amp;lt;br&amp;gt;Plasma primary weapons only&lt;br /&gt;
|0.6&lt;br /&gt;
| +10&lt;br /&gt;
| +1  &lt;br /&gt;
|&lt;br /&gt;
| +10 Penetration&lt;br /&gt;
|[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|230&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|29&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ballistic/Gauss Special Ammunition===&lt;br /&gt;
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.&lt;br /&gt;
&lt;br /&gt;
All special ammunition is restricted to &#039;&#039;&#039;Ballistic and Gauss weapons only&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:test breach ammo.png|80px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Breaching Ammo]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers with Shotguns&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|The primary weapon gains +50 penetration when used against targets with the &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:test shredder ammo.png|80px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Shredder Ammo]]&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except Snipers and Gunners&lt;br /&gt;
|1.3&lt;br /&gt;
| &lt;br /&gt;
|{{ Shredder (LWR) }}&lt;br /&gt;
| -30 critical hit chance&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:test ap ammo.png|80px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&#039;&#039;&#039;&lt;br /&gt;
|All Biosoldier weapons except &amp;lt;br&amp;gt;Shotguns, Strike and Sniper rifles&amp;lt;br&amp;gt;MECs&amp;lt;br&amp;gt;SHIVs&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
|{{Penetrator (LWR)}}&lt;br /&gt;
| &lt;br /&gt;
|[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|50&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:test flak ammo.png|80px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Flak Ammo]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&lt;br /&gt;
|0.6&lt;br /&gt;
| -5&lt;br /&gt;
| &lt;br /&gt;
|Shots from the primary weapon ignore the 30 defense bonus flying targets receive&amp;lt;br&amp;gt;Non-reaction standard shots from the primary weapon deal 1 damage to all flying units within 4 tiles of the primary target&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Non-Weapon Passive Equipment===&lt;br /&gt;
These items offer a range of benefits not directly related to the primary weapon.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&#039;&#039;&#039;&lt;br /&gt;
|Soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Grants +15% xp&amp;lt;br&amp;gt;Reduces damage taken from Mind Fray by 50%&amp;lt;br&amp;gt;Reduces duration of panic on this unit to 1 turn max&amp;lt;br&amp;gt;Prevents triggering enemy countercharges&lt;br /&gt;
| &lt;br /&gt;
| 10&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|4&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Airburst Actuators]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Airburst Actuators]]&#039;&#039;&#039;&lt;br /&gt;
|Rocketeers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Reduces Rocket Scatter by 25%&amp;lt;br&amp;gt; Increases damage dealt to airborne targets by 25%&lt;br /&gt;
|[[Research (LWR)|Beam Lasers]] &lt;br /&gt;
|25&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|4 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]&amp;lt;br&amp;gt;4 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Proximity Sensor]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|{{ Tracker (LWR) }}&lt;br /&gt;
|Displays a 12 tile radius radar for &#039;&#039;&#039;hidden aliens&#039;&#039;&#039;&amp;lt;br&amp;gt;Provides an alert if a &#039;&#039;&#039;hidden alien&#039;&#039;&#039; is within 12 tiles &lt;br /&gt;
| &lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|4&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Grants +1.3 mobility&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Automatic bleed out on first drop&amp;lt;br /&amp;gt;Increases bleed out time by 2 turns&amp;lt;br&amp;gt;Reveals the bleed out timer&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Xenoneurology]]&lt;br /&gt;
|25&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Chameleon Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Chameleon Vest]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|{{ Shadowstep (LWR) }}&lt;br /&gt;
| Grants +10 crit &lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|2.0&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Set the soldier&#039;s mobility to 10.0 and ignore all mobility altering effects&lt;br /&gt;
|[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]&lt;br /&gt;
|55&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&#039;&#039;&#039;&lt;br /&gt;
|Soldiers&lt;br /&gt;
|0.6&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|{{ Awareness (LWR) }}&lt;br /&gt;
|Increases XP gained by 70%&amp;lt;br&amp;gt;10% chance for any &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle-ending]]&#039;&#039;&#039; action to cost 0 AP&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| +15&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|Grants +2.6 mobility&amp;lt;br&amp;gt;Increases Psi XP gained by 100%&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Conduit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Conduit]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic Soldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
| +1 damage to all weapons and equipment&amp;lt;br&amp;gt;Provides a will/4% (max 25%) chance for &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle-ending]]&#039;&#039;&#039; actions to cost 0 AP&lt;br /&gt;
|[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|55&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Aliens|Outsider Shard]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic soldiers&lt;br /&gt;
|0.6&lt;br /&gt;
| +20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Resets the cooldown of Mind Fray after use&amp;lt;br&amp;gt;Prevents strangulation&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|2 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|33&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Defender]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Psi Defender]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +15% DR when protected by cover&amp;lt;br&amp;gt;+15 Crit Resistance when protected by cover&lt;br /&gt;
|[[Research (LWR)#Alien Interrogations|Sectoid Commander Interrogation]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Amp]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Incinerator Amp]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Increases Flamethrower damage by +4&lt;br /&gt;
|[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|The Thumper]]&#039;&#039;&#039;&lt;br /&gt;
|MECs with KSM&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Increases [[#Large Equipment (MEC)|Kinetic Strike Module]] damage by 10 and penetration by 25&amp;lt;br&amp;gt;Triples KSM damage dealt to [[Abilities List (LWR)#Plasma Shield|Plasma Shields]]&lt;br /&gt;
|[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|60&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Elerium Turbos]]&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|{{ Sprinter (LWR) }}&lt;br /&gt;
|&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Elerium]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Active Equipment==&lt;br /&gt;
&lt;br /&gt;
This equipment has limited uses and often needs to be used (activated) to have an effect. &lt;br /&gt;
&lt;br /&gt;
===Large Equipment (MEC)===&lt;br /&gt;
&lt;br /&gt;
MECs have a variety of options for their large equipment slots, which are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Base&amp;lt;br&amp;gt;charges&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flamethrower Long War.png|128px|Flamethrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&lt;br /&gt;
|10&lt;br /&gt;
| &lt;br /&gt;
| 2 &lt;br /&gt;
|Bypasses all DR&amp;lt;br&amp;gt;35% chance for a 60 will test for panic&amp;lt;br /&amp;gt;Will test 80 with &#039;&#039;Jellied Elerium&#039;&#039;&amp;lt;br /&amp;gt;AOE is a cone shape&lt;br /&gt;
|[[Research (LWR)#Main Research|Alien Biocybernetics]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
|self&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|Heals 5 HP in an area&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;&lt;br /&gt;
|Weightless&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|20&amp;lt;br&amp;gt;(18-22)&lt;br /&gt;
|melee&lt;br /&gt;
| &lt;br /&gt;
|1 per turn&lt;br /&gt;
|Melee weapon&amp;lt;br&amp;gt;Can target adjacent cover&lt;br /&gt;
|[[Research (LWR)#Main Research|Alien Biocybernetics]]&lt;br /&gt;
|30&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|2.0&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)&lt;br /&gt;
|12&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|Cannot be equipped with &#039;&#039;&#039;Advanced Launcher&#039;&#039;&#039;&lt;br /&gt;
|[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|50&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Grenade Launcher Long War.png|128px|Advanced Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Advanced Launcher&#039;&#039;&#039;&lt;br /&gt;
|3.3&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
|12&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|Cannot be equipped with &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; &lt;br /&gt;
|[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&amp;lt;br&amp;gt;[[Research (LWR)#Interrogations|Heavy Floater Interrogation]]&lt;br /&gt;
|100&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|32&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Proximity Mine Launcher Long War.png|128px|Gravity Mine Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gravity Mine Launcher&#039;&#039;&#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|Reduces defense of units within radius by 15&amp;lt;br&amp;gt;Starting a turn in gravity well damages 10% of current HP (bypasses DR)&amp;lt;br&amp;gt;Detonates at the end of XCOM&#039;s &#039;&#039;&#039;next&#039;&#039;&#039; turn&lt;br /&gt;
|[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|55&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Electro Pulse Long War.png|128px|Electropulse]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Electropulse&#039;&#039;&#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&lt;br /&gt;
|self&lt;br /&gt;
|8&lt;br /&gt;
|unlimited&lt;br /&gt;
|0 AP Cost&amp;lt;br&amp;gt;Does not trigger reaction fire&amp;lt;br&amp;gt;Affects only enemy units&amp;lt;br&amp;gt;Clears overwatch on all enemies affected&amp;lt;br&amp;gt;3 turn cooldown&lt;br /&gt;
|[[Research (LWR)#Laser and Gauss Weapons|EMP Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rocket Launchers===&lt;br /&gt;
Each rocket launcher is fitted with 2 rockets. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown is the maximum possible scatter which is 2 standard deviations. Soldier aim does *not* affect rocket scatter but soldier base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]). Firing a rocket with 1 AP doubles scatter and decreases range by 25%. Rockets deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take (down to 50% damage at the periphery).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039;&lt;br /&gt;
|Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)&lt;br /&gt;
|2&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
|2 turn cooldown&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Recoilless Launcher&#039;&#039;&#039;&lt;br /&gt;
|Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br /&amp;gt;(8-10)&lt;br /&gt;
|2&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
| 2 turn cooldown&lt;br /&gt;
|[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039;&lt;br /&gt;
|Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|2&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
|Requires 2 AP to fire&amp;lt;br&amp;gt;2 turn cooldown&amp;lt;br&amp;gt;Can path around obstacles&amp;lt;br&amp;gt;No Scatter&lt;br /&gt;
|[[Research (LWR)#Plasma Weapons|Fusion Weapons]]&lt;br /&gt;
|140&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|2 UFO Flight Computers&amp;lt;br /&amp;gt;1 Fusion Core&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|84&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Explosives===&lt;br /&gt;
Sometimes, the best answer is to blow up the enemy. These are the right tools for the job. &lt;br /&gt;
&lt;br /&gt;
Just like rockets, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take (down to 50% damage at the periphery).&lt;br /&gt;
&lt;br /&gt;
Throw range of all grenades is modified by base (non-armor) soldier HP (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]). Throw distance is also increased by various perks and is decreased by Red Fog. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!{{Item name (LWR)}}&lt;br /&gt;
!{{Usable by (LWR)}}&lt;br /&gt;
!title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!{{Weapon damage (LWR)}}&lt;br /&gt;
!{{Weapon range (LWR)}}&lt;br /&gt;
!{{Blast radius (LWR)}}&lt;br /&gt;
!{{Special properties (LWR)}}&lt;br /&gt;
!{{Item source (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Javelin Rocket]]&#039;&#039;&#039;&lt;br /&gt;
|Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
|18&lt;br /&gt;
|1&lt;br /&gt;
|Provides a Javelin rocket&amp;lt;br&amp;gt;Applies &#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Explosive Shred]]&#039;&#039;&#039; to any unit it damages&amp;lt;br&amp;gt;Deals +50% weapon damage&amp;lt;br&amp;gt;Reduces scatter by 80%&amp;lt;br&amp;gt;No environmental damage&lt;br /&gt;
|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|AP Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)&lt;br /&gt;
|10&lt;br /&gt;
|1.5&lt;br /&gt;
|Applies &#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Explosive Shred]]&#039;&#039;&#039; to any unit it damages&amp;lt;br&amp;gt;Cover blocks the effect&amp;lt;br&amp;gt;+30 penetration&lt;br /&gt;
|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|HE Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)&lt;br /&gt;
|8&lt;br /&gt;
|2.5&lt;br /&gt;
| &lt;br /&gt;
|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Alien Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br /&amp;gt;(7-9)&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|Can&#039;t be equipped with Plasma Grenades&lt;br /&gt;
|The &#039;&#039;Alien Grenades&#039;&#039; Foundry project provides an unlimited supply.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Plasma Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br /&amp;gt;(10-14)&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|Can&#039;t be equipped with Alien Grenades&lt;br /&gt;
|The &#039;&#039;Condensed Plasma&#039;&#039; Foundry project allows production.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Support grenades===&lt;br /&gt;
Support grenades deal no damage but can still be extremely effective. Their throw range is modified by HP in the same manner as explosive grenades. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Smoke Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|14&lt;br /&gt;
|2.5&lt;br /&gt;
|Does not trigger reaction fire&amp;lt;br&amp;gt;Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 1 enemy turn&amp;lt;br&amp;gt;Grants [[Other_Abilities_(LWR)#Smoke_.28In_Smoke.29|&#039;&#039;&#039;In Smoke&#039;&#039;&#039;]] to all units within the smoke&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Acid Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of turn&amp;lt;br /&amp;gt;Applies [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;Corrosion&#039;&#039;&#039;]] to all units within the cloud or entering the cloud&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|20 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Concussion Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|12&lt;br /&gt;
|1.5&lt;br /&gt;
|Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Psi Grenades&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Psi Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic soldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|12&lt;br /&gt;
|2.0&lt;br /&gt;
|Starts with 2 uses&amp;lt;br&amp;gt;Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Concussion Grenades&lt;br /&gt;
|[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|25&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Shadow Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Shadow Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|Clears holo and grants combat readiness before [[Other_Abilities_(LWR)#Hidden|&#039;&#039;&#039;Shadowing&#039;&#039;&#039;]] 1 friendly unit through 1 enemy turn or until the unit acts&amp;lt;br&amp;gt;Does not affect enemies, this unit, panicking units, or units in One For All&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|60&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
| &lt;br /&gt;
|8 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|26&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility devices===&lt;br /&gt;
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Battle Scanner]]&#039;&#039;&#039;&lt;br /&gt;
|Scouts&lt;br /&gt;
|0.6&lt;br /&gt;
|10&lt;br /&gt;
|Does not trigger reaction fire&amp;lt;br&amp;gt;Spawns a battle scanner at the target location until end of turn&amp;lt;br&amp;gt;Grants +20 aim/crit against any enemy (even those not in view) within the area&amp;lt;br /&amp;gt;Reveals a 12 tile radius area (including stealthed units)&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Medikit]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
|2&lt;br /&gt;
|Max 1 use per turn&amp;lt;br&amp;gt;Removes acid and heals 4 HP&amp;lt;br /&amp;gt;Works on any biosoldier&amp;lt;br&amp;gt;Can stabilize a critically wounded MEC or biosoldier&amp;lt;br /&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Combat Stims]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|Self&lt;br /&gt;
|Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|&#039;&#039;&#039;Stimmed&#039;&#039;&#039;]] for 3 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|360&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Motion Tracker]]&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
|2 charges (3 with Elerium Batteries)&amp;lt;br&amp;gt;When used, displays a 24 tile radius radar&amp;lt;br&amp;gt; &#039;&#039;&#039;Blue&#039;&#039;&#039;: XCOM, &#039;&#039;&#039;White&#039;&#039;&#039;: Civilians, &#039;&#039;&#039;Red&#039;&#039;&#039;: Enemies, &#039;&#039;&#039;Yellow&#039;&#039;&#039;: Meld, &#039;&#039;&#039;Green&#039;&#039;&#039;: Bombs/Nodes&amp;lt;br&amp;gt;Can display cloaked units&lt;br /&gt;
| &lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Loadout (LWR)]]&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=126015</id>
		<title>Equipment (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=126015"/>
		<updated>2026-01-15T04:05:24Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: switched back mob offset columns to weight, have to remember to go back to the template if items are normalized&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
 &lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, all regular soldiers have 2 &#039;&#039;&#039;equipment slots&#039;&#039;&#039; from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots. Some armors and weapons may result in different slot counts.&lt;br /&gt;
&lt;br /&gt;
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the &#039;&#039;Alien Grenades&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.&lt;br /&gt;
&lt;br /&gt;
Most items have a weight, which reduces the mobility of the soldier that equips the item by the amount of weight. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.3 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as &#039;&#039;Packmaster&#039;&#039;, &#039;&#039;Grenadier&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039; do not increase the weight and do not provide additional movement penalties.&lt;br /&gt;
&lt;br /&gt;
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. This can make the soldier faster at the expense of less equipment. This can be useful when moving items between soldiers, outfitting MECs/SHIVs, or selecting mutually exclusive items.&lt;br /&gt;
&lt;br /&gt;
For the purposes of identifying how the tables categorize units:&amp;lt;br&amp;gt;&lt;br /&gt;
-Biosoldiers refers to purely human soldiers (either unmodified, psionic, genetic or officers, but not MECs)&amp;lt;br&amp;gt;&lt;br /&gt;
-Psionic Soldiers are human soldiers who have learned at least one [[Psionic (LWR)|Psionic]] ability&amp;lt;br&amp;gt;&lt;br /&gt;
-Genetically Modified soldiers are human soldiers who have at least one [[Gene Mods (LWR)|Genetically Modified]] part&amp;lt;br&amp;gt;&lt;br /&gt;
-All Units includes all of the above, plus [[S.H.I.V. (LWR)|SHIVs]] and [[MEC Trooper (LWR)|MECs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Passive Equipment==&lt;br /&gt;
&lt;br /&gt;
This equipment will grant soldiers benefits passively, without them having to perform any actions.&lt;br /&gt;
&lt;br /&gt;
===Platings===&lt;br /&gt;
In Long War Rebalance, the aliens hit hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A unit can only equip one plating at a time.&lt;br /&gt;
//remember to switch this table&#039;s templates to {{Weight}} once mobility offset is normalized&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;Base DR&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Ceramic Plating]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
| +2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Alloy Plating]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| +4&lt;br /&gt;
| &lt;br /&gt;
| Grants 5 crit resist&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&lt;br /&gt;
|12&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Reinforced Plating]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|1.3&lt;br /&gt;
| +3&lt;br /&gt;
| +10&lt;br /&gt;
|Grants 35 crit resist&amp;lt;br&amp;gt;Grants -10 defense&lt;br /&gt;
|[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Chitin Plating]]&#039;&#039;&#039;&lt;br /&gt;
|Genetically Modified Soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| +3&lt;br /&gt;
| +5&lt;br /&gt;
|Grants 15 crit resist&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br&amp;gt;Reduces [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;corrosion&#039;&#039;&#039;]] duration to 1 turn&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]&lt;br /&gt;
|30&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|2 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Regenerative Plating]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| +5&lt;br /&gt;
|Grants 25 crit resist&amp;lt;br&amp;gt;Resists 75% of Shred&amp;lt;br&amp;gt;Regenerates 1 HP anytime this units takes 3 or more damage&lt;br /&gt;
|[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
|Weightless &lt;br /&gt;
| +4 &lt;br /&gt;
|&lt;br /&gt;
|Grants 20 crit resist&amp;lt;br&amp;gt;Reduces [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;corrosion&#039;&#039;&#039;]] duration to 1 turn&lt;br /&gt;
|[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Core Plating]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
|0.6&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
|Grants 25 crit resist&amp;lt;br&amp;gt;Resists 75% of Shred&amp;lt;br&amp;gt;Reduces [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;corrosion&#039;&#039;&#039;]] duration to 1 turn&lt;br /&gt;
|[[Research (LWR)|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&lt;br /&gt;
|95&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|550&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Scopes===&lt;br /&gt;
There are an array of accessories that make hitting enemies easier. &lt;br /&gt;
&lt;br /&gt;
Scopes apply their bonus to primary weapons only and each unit can only equip one at a time.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|SCOPE]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&lt;br /&gt;
|0.6&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Marksman Scope]]&#039;&#039;&#039;&lt;br /&gt;
|Scouts&lt;br /&gt;
|Weightless&lt;br /&gt;
| +5&lt;br /&gt;
| +20 &lt;br /&gt;
|{{ Squadsight (LWR) }}&lt;br /&gt;
|Can only be equipped with strike rifles&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]&lt;br /&gt;
|10&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Illuminator Scope]]&#039;&#039;&#039;&lt;br /&gt;
|Soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| +10&lt;br /&gt;
| +30&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Neural Scope]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|&#039;&#039;&#039;Psiscopic Vision&#039;&#039;&#039;: Grants +15 aim to non-reaction shots if a psionic ally can also see the target&lt;br /&gt;
|[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Attachments===&lt;br /&gt;
Like scopes, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons. Unlike scopes, you can equip multiple different weapon attachments on the same unit.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Laser Sight]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| +20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|AR Targeter]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|AR Targeter]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|Grants +25% crit damage&lt;br /&gt;
|[[Research (LWR)#Xenology|Xenobiology]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Gunners&amp;lt;br /&amp;gt;Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|{{ Platform Stability (LWR) }}&lt;br /&gt;
| &lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|20&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Prediction Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Prediction Computer]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Reaction shots gain +2 damage&amp;lt;br&amp;gt;Reaction shots gain +10 penetration&amp;lt;br&amp;gt;Grants +10 Defense&lt;br /&gt;
|[[Research (LWR)#Weaponry|Advanced Gauss Weapons]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|29&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Battle Computer]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
|1.3&lt;br /&gt;
| +15&lt;br /&gt;
| +15&lt;br /&gt;
|&lt;br /&gt;
| +15 Defense &lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition Modifiers===&lt;br /&gt;
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.&lt;br /&gt;
&lt;br /&gt;
Ammunition modifiers only affect primary weapons. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Damage bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|High Cap Mags]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Primary weapons gain +1 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with Drum Mags&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Drum Mags]]&#039;&#039;&#039;&lt;br /&gt;
|Non-Private biosoldiers&amp;lt;br&amp;gt;SMGs, Carbines, Assault Rifles, or Battle Rifles only&lt;br /&gt;
|1.3&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Primary weapons gain +3 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with High Cap Mags&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Heavy Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Heavy Mags]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
|1.3&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|Grants +2 ammo&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Enhanced Rounds]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Alloy Enhanced Rounds]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&amp;lt;br&amp;gt;Ballistic/gauss primary weapons only&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| +1&lt;br /&gt;
| &lt;br /&gt;
| +5 penetration&lt;br /&gt;
|[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&amp;lt;br&amp;gt;Laser/pulse primary weapons only&lt;br /&gt;
|0.6&lt;br /&gt;
| +5&lt;br /&gt;
| +1&lt;br /&gt;
| +5&lt;br /&gt;
| &lt;br /&gt;
|[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reaper ammo lwr.png|80px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Reaper Ammo]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&amp;lt;br&amp;gt;Laser/pulse primary weapons only&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10&lt;br /&gt;
|Grants +30% crit damage&amp;lt;br&amp;gt;Primary weapon range penalties are doubled&lt;br /&gt;
|[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&amp;lt;br&amp;gt;Plasma primary weapons only&lt;br /&gt;
|0.6&lt;br /&gt;
| +10&lt;br /&gt;
| +1  &lt;br /&gt;
|&lt;br /&gt;
| +10 Penetration&lt;br /&gt;
|[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|230&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|29&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ballistic/Gauss Special Ammunition===&lt;br /&gt;
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.&lt;br /&gt;
&lt;br /&gt;
All special ammunition is restricted to &#039;&#039;&#039;Ballistic and Gauss weapons only&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:test breach ammo.png|80px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Breaching Ammo]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers with Shotguns&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|The primary weapon gains +50 penetration when used against targets with the &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:test shredder ammo.png|80px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Shredder Ammo]]&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except Snipers and Gunners&lt;br /&gt;
|1.3&lt;br /&gt;
| &lt;br /&gt;
|{{ Shredder (LWR) }}&lt;br /&gt;
| -30 critical hit chance&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:test ap ammo.png|80px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&#039;&#039;&#039;&lt;br /&gt;
|All Biosoldier weapons except &amp;lt;br&amp;gt;Shotguns, Strike and Sniper rifles&amp;lt;br&amp;gt;MECs&amp;lt;br&amp;gt;SHIVs&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
|{{Penetrator (LWR)}}&lt;br /&gt;
| &lt;br /&gt;
|[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|50&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:test flak ammo.png|80px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Flak Ammo]]&#039;&#039;&#039;&lt;br /&gt;
|All Units&lt;br /&gt;
|0.6&lt;br /&gt;
| -5&lt;br /&gt;
| &lt;br /&gt;
|Shots from the primary weapon ignore the 30 defense bonus flying targets receive&amp;lt;br&amp;gt;Non-reaction standard shots from the primary weapon deal 1 damage to all flying units within 4 tiles of the primary target&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Non-Weapon Passive Equipment===&lt;br /&gt;
These items offer a range of benefits not directly related to the primary weapon.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&#039;&#039;&#039;&lt;br /&gt;
|Soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Grants +15% xp&amp;lt;br&amp;gt;Reduces damage taken from Mind Fray by 50%&amp;lt;br&amp;gt;Reduces duration of panic on this unit to 1 turn max&amp;lt;br&amp;gt;Prevents triggering enemy countercharges&lt;br /&gt;
| &lt;br /&gt;
| 10&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|4&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Airburst Actuators]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Airburst Actuators]]&#039;&#039;&#039;&lt;br /&gt;
|Rocketeers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Reduces Rocket Scatter by 25%&amp;lt;br&amp;gt; Increases damage dealt to airborne targets by 25%&lt;br /&gt;
|[[Research (LWR)|Beam Lasers]] &lt;br /&gt;
|25&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|4 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]&amp;lt;br&amp;gt;4 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Proximity Sensor]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|{{ Tracker (LWR) }}&lt;br /&gt;
|Displays a 12 tile radius radar for &#039;&#039;&#039;hidden aliens&#039;&#039;&#039;&amp;lt;br&amp;gt;Provides an alert if a &#039;&#039;&#039;hidden alien&#039;&#039;&#039; is within 12 tiles &lt;br /&gt;
| &lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|4&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Grants +1.3 mobility&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Automatic bleed out on first drop&amp;lt;br /&amp;gt;Increases bleed out time by 2 turns&amp;lt;br&amp;gt;Reveals the bleed out timer&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Xenoneurology]]&lt;br /&gt;
|25&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Chameleon Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Chameleon Vest]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|{{ Shadowstep (LWR) }}&lt;br /&gt;
| Grants +10 crit &lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|2.0&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Set the soldier&#039;s mobility to 10.0 and ignore all mobility altering effects&lt;br /&gt;
|[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]&lt;br /&gt;
|55&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&#039;&#039;&#039;&lt;br /&gt;
|Soldiers&lt;br /&gt;
|0.6&lt;br /&gt;
| +10&lt;br /&gt;
| &lt;br /&gt;
|{{ Awareness (LWR) }}&lt;br /&gt;
|Increases XP gained by 70%&amp;lt;br&amp;gt;10% chance for any &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle-ending]]&#039;&#039;&#039; action to cost 0 AP&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| +15&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|Grants +2.6 mobility&amp;lt;br&amp;gt;Increases Psi XP gained by 100%&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Conduit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Conduit]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic Soldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
| +1 damage to all weapons and equipment&amp;lt;br&amp;gt;Provides a will/4% (max 25%) chance for &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle-ending]]&#039;&#039;&#039; actions to cost 0 AP&lt;br /&gt;
|[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|55&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Aliens|Outsider Shard]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic soldiers&lt;br /&gt;
|0.6&lt;br /&gt;
| +20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Resets the cooldown of Mind Fray after use&amp;lt;br&amp;gt;Prevents strangulation&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|2 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|33&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Defender]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Psi Defender]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic soldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +15% DR when protected by cover&amp;lt;br&amp;gt;+15 Crit Resistance when protected by cover&lt;br /&gt;
|[[Research (LWR)#Alien Interrogations|Sectoid Commander Interrogation]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Amp]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Incinerator Amp]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Increases Flamethrower damage by +4&lt;br /&gt;
|[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|The Thumper]]&#039;&#039;&#039;&lt;br /&gt;
|MECs with KSM&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Increases [[#Large Equipment (MEC)|Kinetic Strike Module]] damage by 10 and penetration by 25&amp;lt;br&amp;gt;Triples KSM damage dealt to [[Abilities List (LWR)#Plasma Shield|Plasma Shields]]&lt;br /&gt;
|[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|60&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Elerium Turbos]]&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|Weightless&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|{{ Sprinter (LWR) }}&lt;br /&gt;
|&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Elerium]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Active Equipment==&lt;br /&gt;
&lt;br /&gt;
This equipment has limited uses and often needs to be used (activated) to have an effect. &lt;br /&gt;
&lt;br /&gt;
===Large Equipment (MEC)===&lt;br /&gt;
&lt;br /&gt;
MECs have a variety of options for their large equipment slots, which are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Base&amp;lt;br&amp;gt;charges&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flamethrower Long War.png|128px|Flamethrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&lt;br /&gt;
|10&lt;br /&gt;
| &lt;br /&gt;
| 2 &lt;br /&gt;
|Bypasses all DR&amp;lt;br&amp;gt;35% chance for a 60 will test for panic&amp;lt;br /&amp;gt;Will test 80 with &#039;&#039;Jellied Elerium&#039;&#039;&amp;lt;br /&amp;gt;AOE is a cone shape&lt;br /&gt;
|[[Research (LWR)#Main Research|Alien Biocybernetics]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
|self&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|Heals 5 HP in an area&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;&lt;br /&gt;
|Weightless&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|20&amp;lt;br&amp;gt;(18-22)&lt;br /&gt;
|melee&lt;br /&gt;
| &lt;br /&gt;
|1 per turn&lt;br /&gt;
|Melee weapon&amp;lt;br&amp;gt;Can target adjacent cover&lt;br /&gt;
|[[Research (LWR)#Main Research|Alien Biocybernetics]]&lt;br /&gt;
|30&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|2.0&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)&lt;br /&gt;
|12&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|Cannot be equipped with &#039;&#039;&#039;Advanced Launcher&#039;&#039;&#039;&lt;br /&gt;
|[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|50&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Grenade Launcher Long War.png|128px|Advanced Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Advanced Launcher&#039;&#039;&#039;&lt;br /&gt;
|3.3&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
|12&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|Cannot be equipped with &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; &lt;br /&gt;
|[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&amp;lt;br&amp;gt;[[Research (LWR)#Interrogations|Heavy Floater Interrogation]]&lt;br /&gt;
|100&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|32&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Proximity Mine Launcher Long War.png|128px|Gravity Mine Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gravity Mine Launcher&#039;&#039;&#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|Reduces defense of units within radius by 15&amp;lt;br&amp;gt;Starting a turn in gravity well damages 10% of current HP (bypasses DR)&amp;lt;br&amp;gt;Detonates at the end of XCOM&#039;s &#039;&#039;&#039;next&#039;&#039;&#039; turn&lt;br /&gt;
|[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|55&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Electro Pulse Long War.png|128px|Electropulse]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Electropulse&#039;&#039;&#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&lt;br /&gt;
|self&lt;br /&gt;
|8&lt;br /&gt;
|unlimited&lt;br /&gt;
|0 AP Cost&amp;lt;br&amp;gt;Does not trigger reaction fire&amp;lt;br&amp;gt;Affects only enemy units&amp;lt;br&amp;gt;Clears overwatch on all enemies affected&amp;lt;br&amp;gt;3 turn cooldown&lt;br /&gt;
|[[Research (LWR)#Laser and Gauss Weapons|EMP Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rocket Launchers===&lt;br /&gt;
Each rocket launcher is fitted with 2 rockets. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown is the maximum possible scatter which is 2 standard deviations. Soldier aim does *not* affect rocket scatter but soldier base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]). Firing a rocket with 1 AP doubles scatter and decreases range by 25%. Rockets deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take (down to 50% damage at the periphery).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039;&lt;br /&gt;
|Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)&lt;br /&gt;
|2&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
|2 turn cooldown&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Recoilless Launcher&#039;&#039;&#039;&lt;br /&gt;
|Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br /&amp;gt;(8-10)&lt;br /&gt;
|2&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
| 2 turn cooldown&lt;br /&gt;
|[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039;&lt;br /&gt;
|Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|2&lt;br /&gt;
|16&lt;br /&gt;
|5&lt;br /&gt;
|Requires 2 AP to fire&amp;lt;br&amp;gt;2 turn cooldown&amp;lt;br&amp;gt;Can path around obstacles&amp;lt;br&amp;gt;No Scatter&lt;br /&gt;
|[[Research (LWR)#Plasma Weapons|Fusion Weapons]]&lt;br /&gt;
|140&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|2 UFO Flight Computers&amp;lt;br /&amp;gt;1 Fusion Core&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|84&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Explosives===&lt;br /&gt;
Sometimes, the best answer is to blow up the enemy. These are the right tools for the job. &lt;br /&gt;
&lt;br /&gt;
Just like rockets, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take (down to 50% damage at the periphery).&lt;br /&gt;
&lt;br /&gt;
Throw range of all grenades is modified by base (non-armor) soldier HP (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]). Throw distance is also increased by various perks and is decreased by Red Fog. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!{{Item name (LWR)}}&lt;br /&gt;
!{{Usable by (LWR)}}&lt;br /&gt;
!title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!{{Weapon damage (LWR)}}&lt;br /&gt;
!{{Weapon range (LWR)}}&lt;br /&gt;
!{{Blast radius (LWR)}}&lt;br /&gt;
!{{Special properties (LWR)}}&lt;br /&gt;
!{{Item source (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Javelin Rocket]]&#039;&#039;&#039;&lt;br /&gt;
|Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
|18&lt;br /&gt;
|1&lt;br /&gt;
|Provides a Javelin rocket&amp;lt;br&amp;gt;Applies &#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Explosive Shred]]&#039;&#039;&#039; to any unit it damages&amp;lt;br&amp;gt;Deals +50% weapon damage&amp;lt;br&amp;gt;Reduces scatter by 80%&amp;lt;br&amp;gt;No environmental damage&lt;br /&gt;
|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|AP Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)&lt;br /&gt;
|10&lt;br /&gt;
|1.5&lt;br /&gt;
|Applies &#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Explosive Shred]]&#039;&#039;&#039; to any unit it damages&amp;lt;br&amp;gt;Cover blocks the effect&amp;lt;br&amp;gt;+30 penetration&lt;br /&gt;
|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|HE Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)&lt;br /&gt;
|8&lt;br /&gt;
|2.5&lt;br /&gt;
| &lt;br /&gt;
|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Alien Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br /&amp;gt;(7-9)&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|Can&#039;t be equipped with Plasma Grenades&lt;br /&gt;
|The &#039;&#039;Alien Grenades&#039;&#039; Foundry project provides an unlimited supply.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Plasma Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br /&amp;gt;(10-14)&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|Can&#039;t be equipped with Alien Grenades&lt;br /&gt;
|The &#039;&#039;Condensed Plasma&#039;&#039; Foundry project allows production.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Support grenades===&lt;br /&gt;
Support grenades deal no damage but can still be extremely effective. Their throw range is modified by HP in the same manner as explosive grenades. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Smoke Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|14&lt;br /&gt;
|2.5&lt;br /&gt;
|Does not trigger reaction fire&amp;lt;br&amp;gt;Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 1 enemy turn&amp;lt;br&amp;gt;Grants [[Other_Abilities_(LWR)#Smoke_.28In_Smoke.29|&#039;&#039;&#039;In Smoke&#039;&#039;&#039;]] to all units within the smoke&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Acid Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of turn&amp;lt;br /&amp;gt;Applies [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;Corrosion&#039;&#039;&#039;]] to all units within the cloud or entering the cloud&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|20 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Concussion Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|12&lt;br /&gt;
|1.5&lt;br /&gt;
|Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Psi Grenades&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Psi Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Psionic soldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|12&lt;br /&gt;
|2.0&lt;br /&gt;
|Starts with 2 uses&amp;lt;br&amp;gt;Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Concussion Grenades&lt;br /&gt;
|[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|25&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Shadow Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Shadow Grenade]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|Clears holo and grants combat readiness before [[Other_Abilities_(LWR)#Hidden|&#039;&#039;&#039;Shadowing&#039;&#039;&#039;]] 1 friendly unit through 1 enemy turn or until the unit acts&amp;lt;br&amp;gt;Does not affect enemies, this unit, panicking units, or units in One For All&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|60&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
| &lt;br /&gt;
|8 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|26&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility devices===&lt;br /&gt;
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Weight&amp;quot;|[[File:Mobility Long War.png|32px]]&amp;lt;br/&amp;gt;Weight&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Battle Scanner]]&#039;&#039;&#039;&lt;br /&gt;
|Scouts&lt;br /&gt;
|0.6&lt;br /&gt;
|10&lt;br /&gt;
|Does not trigger reaction fire&amp;lt;br&amp;gt;Spawns a battle scanner at the target location until end of turn&amp;lt;br&amp;gt;Grants +20 aim/crit against any enemy (even those not in view) within the area&amp;lt;br /&amp;gt;Reveals a 12 tile radius area (including stealthed units)&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Medikit]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|Weightless&lt;br /&gt;
|2&lt;br /&gt;
|Max 1 use per turn&amp;lt;br&amp;gt;Removes acid and heals 4 HP&amp;lt;br /&amp;gt;Works on any biosoldier&amp;lt;br&amp;gt;Can stabilize a critically wounded MEC or biosoldier&amp;lt;br /&amp;gt;&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Combat Stims]]&#039;&#039;&#039;&lt;br /&gt;
|Biosoldiers&lt;br /&gt;
|0.6&lt;br /&gt;
|Self&lt;br /&gt;
|Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|&#039;&#039;&#039;Stimmed&#039;&#039;&#039;]] for 3 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|360&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Motion Tracker]]&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|0.6&lt;br /&gt;
| &lt;br /&gt;
|2 charges (3 with Elerium Batteries)&amp;lt;br&amp;gt;When used, displays a 24 tile radius radar&amp;lt;br&amp;gt; &#039;&#039;&#039;Blue&#039;&#039;&#039;: XCOM, &#039;&#039;&#039;White&#039;&#039;&#039;: Civilians, &#039;&#039;&#039;Red&#039;&#039;&#039;: Enemies, &#039;&#039;&#039;Yellow&#039;&#039;&#039;: Meld, &#039;&#039;&#039;Green&#039;&#039;&#039;: Bombs/Nodes&amp;lt;br&amp;gt;Can display cloaked units&lt;br /&gt;
| &lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Loadout (LWR)]]&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=125979</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=125979"/>
		<updated>2026-01-12T02:44:40Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with weaker ships being more likely until resource levels are high where it is instead somewhat evenly distributed - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations. Expect to fight them the most in the continent where they build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in +2 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled.&lt;br /&gt;
Both Alien Level and XCOM satellite coverage modify the amount of resources the Aliens must have for the stronger UFOs to be added to the pool. Each AL past the first lowers thresholds by 4% each, whereas every continent that has satellite coverage provides the aliens with +23% resources, this only affects the decision of which UFO to send out (and not what missions will be carried out):&lt;br /&gt;
&lt;br /&gt;
Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
&lt;br /&gt;
All missions can increase in frequency with higher [[Alien_Level_(LWR)|&#039;&#039;&#039;Alien Level&#039;&#039;&#039;]], but Terror Missions increase the most.&lt;br /&gt;
&lt;br /&gt;
Each mission type requires a score of 1.0 to trigger a mission.  In the chart below is &#039;&#039;on average&#039;&#039; how much of that score is gained each month. When a mission type gets a score of 1.0 it is triggered and the score is set back to 0. As an example, if you have 3 months of 0.33 of a mission, on average it will trigger at the end of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; 0.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.1 Terror || 0.9 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.4 Terror || 0.7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 0.7 Terror || 0.6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 1.5 Abduction &amp;lt;br/&amp;gt; 0.1 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.9 Terror || 1.2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.2 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 1.6 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 1.9 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 1.3 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 0.7 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.5 Terror || 1.6 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.8 Terror || 1.5 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 1.8 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.3 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 2.2 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.9 Terror || 2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.2 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.5 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 2 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 2.9 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 2.6 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 2.5 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.8 Terror || 2.3 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 3.1 Terror || 2.2 Abduction &amp;lt;br/&amp;gt; 1.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.2 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 3.4 Terror || 2 Abduction &amp;lt;br/&amp;gt; 2.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.5 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.5 Scout &amp;lt;br/&amp;gt; 3.7 Terror&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Hunts are significantly increased by # of Satellites and UFOs raided scaling by aggression - #s above are the &#039;lower bound&#039; for a single satellite and 0 UFOs raided. At 100 Aggression, each satellite and raided UFO adds .12 Hunts per month on top of these numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
Alien missions in LWR have a limited pool of UFO types that can take them on, and a specific altitude at which UFOs will fly for each type of mission. While more specific details are available below, [https://admiral-billy.github.io/LWR-UFO-Identifier/ here is a tool] that can help quickly identify what you may be coming up against.&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;66%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;92%&amp;lt;/span&amp;gt; resources, in addition, there is a 40% chance per continent covered above 2 to have this UFO actually spawn if it is rolled. Thus with 2 continents covered or less, battleships cannot spawn in hunts and bombings and a Destroyer will replace them instead (except for Base Defense hunt)&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 10 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 2 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;66%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;92%&amp;lt;/span&amp;gt; resources, in addition, there is a 40% chance per continent covered above 2 to have this UFO actually spawn if it is rolled. Thus with 2 continents covered or less, Battleships cannot spawn in hunts and bombings and a Destroyer will replace them instead (except for Base Defense hunt)&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; resources, replaced by Scout if Alien Level &amp;lt; 4&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; resources, replaced by Raider if Alien Level &amp;lt; 6&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; resources, replaced by Raider if Alien Level &amp;lt; 7&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; resources, replaced by Raider if Alien Level &amp;lt; 8&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool, but replaced by Raider if Alien Level &amp;lt; 9&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources, replaced by Raider if Alien Level &amp;lt; 7&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources, replaced by Scout if Alien Level &amp;lt; 4&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in the mission will grant XCOM a 20 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.  As well, higher Alien Level will increase the rate of terror missions (5% additional per AL).&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
These missions are not common.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
This mission will usually occur twice in a campaign:&lt;br /&gt;
&amp;lt;br&amp;gt;-First: The first XCOM Base Defense mission now starts as early as August and has an ([[Incursion Strength (LWR)]] - 100)% chance to occur each month; it will always occur at least by November. &lt;br /&gt;
&amp;lt;br&amp;gt;-Second: as soon as you build the [[Facilities (LWR)#Gollop Chamber|Gollop Chamber]] and enter geoscape. &amp;lt;br&amp;gt;&lt;br /&gt;
Initially, a [[UFOs_(LWR)#Battleship|Battleship]] will arrive randomly but early in the month at &#039;&#039;&#039;High&#039;&#039;&#039; altitude to [[#Hunt|Hunt]] the satellite on your home country, then some days later down the line an [[UFOs_(LWR)#Assault Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and land directly on your HQ, starting the base defense cutscene.&lt;br /&gt;
&lt;br /&gt;
Thre is also a special variation that can appear once you have a firestorm. An [[UFOs_(LWR)#Overseer|Overseer]] UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission scheduled three days per month, on the 5th, the 15th and the 25th. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM until the Hyperwave beacon is built. It generates the usual +2 panic due to being undamaged like other UFOs, which might alert perceptive commanders of their location in mission control if there is no visible UFO over the country in question.&lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, they will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, after an overseer is successfully raided, the aliens could conduct future overseer missions in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125974</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125974"/>
		<updated>2026-01-10T22:53:05Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Bleeding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 50 crit and a 20% chance to hit will only have a 20% chance to crit due to the Accuracy Cap.&lt;br /&gt;
&lt;br /&gt;
== Air Strikes ==&lt;br /&gt;
&lt;br /&gt;
If you are fighting in a country that has some country defense, they may offer the officer on your squad the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The formula to calculate the percent chance a country will offer you an Air Strike is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 220px;&amp;quot;&amp;gt;&lt;br /&gt;
 20 + Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve made the offer, the officer on your squad gets the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;. This can only occur once per mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Strikes&#039;&#039;&#039; will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions.&lt;br /&gt;
&lt;br /&gt;
Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, ..., the last explosion is a 20% chance (about 90% chance in total for at least 1 explosion).&lt;br /&gt;
&lt;br /&gt;
Each explosion deals 3-6 damage + 10% of the target&#039;s max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same mechanic as rocket scatter (6 tiles being the maximum distance, but most explosions will land in a significantly smaller area of around 3 tiles).&lt;br /&gt;
&lt;br /&gt;
Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will likely take damage from multiple explosions.&lt;br /&gt;
&lt;br /&gt;
== Base DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Base Damage Resistance&#039;&#039;&#039; (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to &#039;&#039;&#039;Total DR&#039;&#039;&#039;) will have it reduced as their &#039;&#039;&#039;armor HP&#039;&#039;&#039; declines. Specifically, the percent of base DR removed is equal to the square root of the percent of armor HP lost (for example, with 50% armor HP lost, the base DR is reduced by 25%). &lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost all &#039;&#039;&#039;armor HP&#039;&#039;&#039; and has taken at least 1 point of damage to their &#039;&#039;&#039;base HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). &lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with other forms of &#039;&#039;&#039;Percentage DR&#039;&#039;&#039; to calculate &#039;&#039;&#039;Total DR&#039;&#039;&#039;.  &#039;&#039;&#039;Total DR&#039;&#039;&#039; is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number.&lt;br /&gt;
&lt;br /&gt;
[[File:BaseDRLWR.png]]&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple XCOM soldiers have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn effects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;0.5%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reloads if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +200 aim), and after done, will still be enraged with 2 APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
&lt;br /&gt;
Critical hits have a chance to cause bleeding equal to &#039;&#039;&#039;the percent of total HP the unit lost from the attack&#039;&#039;&#039; (halved if the target has some armor HP left).&lt;br /&gt;
&lt;br /&gt;
Bleeding units receive damage at the end of each turn equal to:&lt;br /&gt;
 Stacks_of_Bleed * (1 + 20% of max base HP)&lt;br /&gt;
&lt;br /&gt;
This only occurs if they have performed an action (except for hunker or combat readiness) that turn.&lt;br /&gt;
&lt;br /&gt;
Bleeding can stack, and each bleed stack doubles, triples, etc. the damage.&lt;br /&gt;
&lt;br /&gt;
Bleeding can be removed by any active heal (Medkits and Restorative Mists, but not Combat Drugs or Combat Stims).&lt;br /&gt;
&lt;br /&gt;
Robotic Units are immune to bleed.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 2-4 turns (turns can be increased with a &#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; or the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod). At the start of each XCOM turn, the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.&lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 470px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10% * (Max_Base_HP - Overkill_Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod will always bleed out the first time their health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 0 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.&lt;br /&gt;
&lt;br /&gt;
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.&lt;br /&gt;
&lt;br /&gt;
If the bleeding out soldier has a medikit, another biosoldier can use it to stabilize or revive them by moving within two tiles and pressing &#039;&#039;&#039;J&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Boosting ==&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, soldiers have the ability to help other units (including SHIVs and MECs) scale heights by boosting.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;boost&#039;&#039;&#039; a unit, hunker two units adjacent to it on both sides. The unit must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will regain any AP they already used so they can act with 2 AP.&lt;br /&gt;
&lt;br /&gt;
[[File:BoostLWR.png]]&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining and is &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle]]&#039;&#039;&#039; it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 +0.6 mobility, +10 aim, +10 will, +5 penetration to all attacks, +25% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -20% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each mission, all XCOM soldiers start with Combat Readiness. It can activate automatically on XCOM through the [[Other_Abilities_(LWR)#Heat_of_Battle|&#039;&#039;&#039;Heat of Battle&#039;&#039;&#039;]] mechanic, especially when XCOM is engaging many enemies. You can also press &amp;quot;J&amp;quot; (see [[New_Hotkeys_(LWR)#Functional|&#039;&#039;&#039;Hotkeys&#039;&#039;&#039;]]) to manually activate the ability on a single soldier (activating Combat Readiness also reveals units within 4 tiles and will not reveal the activating unit if they are hidden). It cannot be activated if the unit is not idle (e.g. suppressed). Combat Readiness wears off at the end of the unit&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
Aliens in [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] enemy pods and enemies that start their turn out of line of sight of XCOM units also have a chance to receive Combat Readiness. &lt;br /&gt;
&lt;br /&gt;
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|&#039;&#039;&#039;Steadied Weapon&#039;&#039;&#039;]] because they can&#039;t see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus.&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 750px;&amp;quot;&amp;gt; &lt;br /&gt;
 1) Clears overwatch &lt;br /&gt;
&lt;br /&gt;
 2) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to the percent of their &#039;&#039;&#039;max base HP&#039;&#039;&#039; they lost to the explosion&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at the start of the turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The easiest way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3).&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both APs to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20%. Thus, a unit that dashes will be able to cover 2.4x its mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 30 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all units (including SHIVs). It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; soldiers as they defuse the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Non-mechanical units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1050px;&amp;quot;&amp;gt;&lt;br /&gt;
 -15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some grenades and other abilities can also cause &#039;&#039;&#039;Disorientation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== End-in-Idle ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action is any action where the unit that performs the action is [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] after the action.  See [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;2%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Can reload for 1 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
- Is immune to countercharge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude than an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative to an enemy&lt;br /&gt;
&lt;br /&gt;
== Exposed ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed&#039;&#039;&#039; units are more vulnerable and shots against them have +50 critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Units not protected by cover are considered &#039;&#039;&#039;Exposed&#039;&#039;&#039;. This also means that any unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; will not be receiving any benefits from their cover. &lt;br /&gt;
&lt;br /&gt;
Flanking a target or destroying its cover is an effective method of &#039;&#039;&#039;Exposing&#039;&#039;&#039; a target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk prevents a unit from being exposed, regardless of cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying&#039;&#039;&#039; units and &#039;&#039;&#039;Non-Hardened&#039;&#039;&#039; units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units.&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each of their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
An ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 9.3, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel, they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Global Abilities ==&lt;br /&gt;
&lt;br /&gt;
There are a few abilities that do not require line of sight in order to attack enemies, these include: Psychic Storm (Sectoids, Sectoid Commanders, and Ethereals), Mortar Barrage (Mechtoids and Sectopods), Orbital Ray (Drones), and Air Strike (XCOM Commanders).&lt;br /&gt;
&lt;br /&gt;
Aliens will only use a global ability if they have previously seen an XCOM unit or are a Champion unit.&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors have a grappling hook and gain the &#039;&#039;&#039;Grapple&#039;&#039;&#039; ability. Using the Grapple costs 0 AP and can propel the soldier up to 15 tiles clearing the soldier from all Overwatch. Each armor with the grapple ability has a single use (except for the [[Armor_(LWR)#Light_Armor|&#039;&#039;&#039;Ghost Armor&#039;&#039;&#039;]] which grants 3 uses).&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a &#039;&#039;target modifier&#039;&#039; in the damage calculation process).&lt;br /&gt;
&lt;br /&gt;
Some abilities turn shots into grazes and some any damage into grazes.&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as they hack the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Healing Fatigue ==&lt;br /&gt;
&lt;br /&gt;
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.&lt;br /&gt;
&lt;br /&gt;
== Heat of Battle ==&lt;br /&gt;
&lt;br /&gt;
For every enemy in vision at the end of an XCOM soldier&#039;s turn, there is a 5% chance to activate &#039;&#039;&#039;Heat of Battle&#039;&#039;&#039; which automatically grants [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Hidden ==&lt;br /&gt;
&lt;br /&gt;
Various abilities can cause a unit to become hidden.  They all work slightly differently but all share these similarities:&lt;br /&gt;
&lt;br /&gt;
1) They cannot be targeted by the opposition&lt;br /&gt;
&lt;br /&gt;
2) They clear the unit from all enemy overwatch&lt;br /&gt;
&lt;br /&gt;
 Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Ghost (Ghost Armor) = Ghosted: reveals at beginning of turn and on any actions or any enemy within 4 tiles&lt;br /&gt;
&lt;br /&gt;
 Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on any actions&lt;br /&gt;
&lt;br /&gt;
 Psi Fade / Cloak Screen (Hidden Movement) = Psi Fade / Cloak Screen: reveals based on various criteria listed here: [[Other_Abilities_(LWR)#Hidden Movement|&#039;&#039;&#039;Hidden Movement&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 Stealth (Seeker) = Stealth: reveals on non-movement actions, lasts up to 3 turns&lt;br /&gt;
&lt;br /&gt;
If an XCOM unit is &#039;&#039;&#039;revealed&#039;&#039;&#039; it will trigger any inactivated alien pods that are in sight.&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement ==&lt;br /&gt;
&lt;br /&gt;
 Hidden Movement only occurs on &#039;&#039;&#039;Impossible&#039;&#039;&#039; or higher difficulties. &lt;br /&gt;
&lt;br /&gt;
It occurs when only a single pod is revealed where some members of that pod have one of the following abilities: &amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{ Psi Fade (LWR) | text=1 }}{{ Cloak Screen (LWR) | text=1}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As well when all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, aliens may also hide.&lt;br /&gt;
&lt;br /&gt;
If there are less than 4 active aliens all aliens hidden from Psi Fade or Cloak Screen will be revealed at the beginning of their turn. &lt;br /&gt;
&lt;br /&gt;
Aliens with active Psi Fade or Cloak Screen will become revealed again if they:&lt;br /&gt;
* Perform a non-movement action&lt;br /&gt;
* Start their turn in sight of an XCOM unit &lt;br /&gt;
* Have an XCOM unit see them exposed (not protected by cover) within 14 tiles&lt;br /&gt;
* Have an XCOM unit see them within 4 tiles&lt;br /&gt;
* Take any damage&lt;br /&gt;
* Are revealed by a revealing ability/device (e.g. battle scanner)&lt;br /&gt;
&lt;br /&gt;
When hidden, the aliens give audio clues about their location. This helps XCOM find them.&lt;br /&gt;
&lt;br /&gt;
As well, proximity sensors and motion trackers can locate hidden aliens on their radars.&lt;br /&gt;
&lt;br /&gt;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been targeted with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Holo Rounds (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 +1.3 mobility, +10 aim and +20 will&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1450px;&amp;quot;&amp;gt;&lt;br /&gt;
 When protected by cover: +30% cover defense, +15% DR, and immunity to critical hits. Reduces sight radius to 0. Unit cannot become combat ready. Does not trigger reaction fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle / Preoccupied ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention. The opposite of &#039;&#039;&#039;idle&#039;&#039;&#039; is &#039;&#039;&#039;preoccupied&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some abilities require an action to be an &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action. This simply means that the unit is &#039;&#039;&#039;idle&#039;&#039;&#039; (not &#039;&#039;&#039;preoccupied&#039;&#039;&#039;) after the action is executed.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to be &#039;&#039;&#039;preoccupied&#039;&#039;&#039; (and thus, not &#039;&#039;&#039;idle&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1070px;&amp;quot;&amp;gt;&lt;br /&gt;
 Overwatching, steadying, hunkering, suppressing, being suppressed, being in One For All, panicking, being disoriented, being critically wounded, being maimed, strangling, being strangled, psychic storming, orbital raying, enthralling, hiding, being unprepared&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Instance of Damage ==&lt;br /&gt;
&lt;br /&gt;
Whenever a unit takes damage from an attack, it receives an instance of damage tick (hits from shotguns count as 3 instances of damage). The instances of damage reset at the end of each turn.  &lt;br /&gt;
&lt;br /&gt;
These instances affect the following abilities:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Light_.27Em_Up|Light &#039;em Up]], [[Abilities_List_(LWR)#Damage Control|Damage Control]], [[Abilities_List_(LWR)#Unyielding|Unyielding]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And to a lesser extent:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Hit and Run|Hit and Run]], [[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]], [[Abilities_List_(LWR)#Sentry|Sentry]], [[Abilities_List_(LWR)#Taunt|Taunt]], [[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals the &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -45% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit));&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All pistols have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets at or under 4 HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to break enemy &#039;&#039;&#039;overwatch&#039;&#039;&#039; and &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; and have a chance to &#039;&#039;&#039;disorient&#039;&#039;&#039; units equal to the percent of total HP they lost. The chance is tripled against SHIVs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Primary_Weapons|Arc Rifle]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Pistol|Arc Pistol]]&#039;&#039;&#039; have the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or certain other abilities will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
Any other damage still has a chance to clear a unit&#039;s overwatch status equal to:&lt;br /&gt;
 % Chance to Break OW = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
As an example, a unit on overwatch with 20 max base HP and 5 armor HP that took 10 ballistic damage has a 50% chance to have their overwatch broken.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch (teal for XCOM).&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have a 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 2 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking HP damage. Exalt only have a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health and have lost some base HP (30 will test)&lt;br /&gt;
&lt;br /&gt;
== Penetration ==&lt;br /&gt;
&lt;br /&gt;
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after DR is calculated, for every 1 point of penetration the DR is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Units can gain penetration through various perks, weapons, and equipment.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Damage (LWR)#Damage_Calculation|&#039;&#039;&#039;Complete Damage Formula&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Pinpoint Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses 50% of cover defense and 50% of cover damage resistance*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Note that this also lowers the impenetrable cover DR limit by half&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts (uses any ability or moves &amp;gt;1 tile) and &#039;&#039;&#039;the firing unit has a hit chance of 30 or higher&#039;&#039;&#039;.  When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.&lt;br /&gt;
&lt;br /&gt;
Certain actions are quick enough that they won&#039;t trigger reaction fire, this includes:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 320px;&amp;quot;&amp;gt;&lt;br /&gt;
 Hunker Down, Reload, Steady Weapon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suppressive fire (from Suppression) will fire regardless of hit chance or action type.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Opportunist (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from or against units that are hidden (cloaked, ghosted, shadowed, stealthed, or hidden).&lt;br /&gt;
&lt;br /&gt;
All reaction fire that damages a target has a chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Stagger|Stagger]]&#039;&#039;&#039; the target.&lt;br /&gt;
&lt;br /&gt;
Units that are [[Other_Abilities_(LWR)#Dash|&#039;&#039;&#039;Dashing&#039;&#039;&#039;]] will gain a defense bonus against the reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 950px;&amp;quot;&amp;gt;&lt;br /&gt;
 Reduces mobility, aim, will, melee damage, throw range, and rocket accuracy by half the percent of base HP lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
Note that [[Other_Abilities_(LWR)#Base_DR|&#039;&#039;&#039;base DR&#039;&#039;&#039;]] is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a [[Abilities_List_(LWR)#Deflection_Shield|&#039;&#039;&#039;Deflection Shield&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When revealed, the alien pod can also be affected by 1 of 3 states: &#039;&#039;&#039;Prepared&#039;&#039;&#039;, &#039;&#039;&#039;Off Guard&#039;&#039;&#039;, and &#039;&#039;&#039;Unprepared&#039;&#039;&#039;. All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.&lt;br /&gt;
&lt;br /&gt;
====Prepared====&lt;br /&gt;
&lt;br /&gt;
 Aliens enter [[Other_Abilities_(LWR)#Overwatch|&#039;&#039;&#039;Overwatch&#039;&#039;&#039;]] on activation, gain [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]], and possibly other benefits.&lt;br /&gt;
&lt;br /&gt;
The chance for [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] depends on the number of activated aliens and the [[Difficulty_(LWR)#Expectations|&#039;&#039;&#039;Difficulty&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 700px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; |  &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Chance for Prepared&amp;lt;br&amp;gt;[chance with active aliens]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Easy&#039;&#039;&#039; || 0% &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Classic&#039;&#039;&#039; || 25% &amp;lt;br&amp;gt;[0% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Brutal&#039;&#039;&#039; || 50% &amp;lt;br&amp;gt;[20% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Impossible&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[40% for 1 alien active] &amp;lt;br&amp;gt;[20% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Pain&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[for 2 or less aliens active]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will overwatch and gain combat readiness on reveal less if XCOM has less total AP available.&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will not occur on the first turn of any mission.&lt;br /&gt;
&lt;br /&gt;
====Off Guard====&lt;br /&gt;
 Aliens start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be caught off guard if they make the total number of active aliens &#039;&#039;&#039;9 or more&#039;&#039;&#039; (11 for larger missions). Each alien is checked for being Off Guard and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be caught off guard while others might not be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off Guard&#039;&#039;&#039; is intended to simulate the aliens unexpectedly bumping into XCOM.&lt;br /&gt;
&lt;br /&gt;
====Unprepared====&lt;br /&gt;
 Aliens skip their first turn (removed if damaged) and start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be unprepared if they make the total number of active aliens &#039;&#039;&#039;12 or more&#039;&#039;&#039; (14 for larger missions). Each alien is checked for being Unprepared and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be unprepared while others might only be caught off guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unprepared&#039;&#039;&#039; is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.). &lt;br /&gt;
&lt;br /&gt;
Exceptions where XCOM units will not gain &#039;&#039;&#039;Scamper&#039;&#039;&#039;: &lt;br /&gt;
* Non-idle units&lt;br /&gt;
* Units that just used Run and Gun&lt;br /&gt;
* Units that are the last active soldier remaining&lt;br /&gt;
* The unit that activated the aliens (if it was done with a non-movement action)&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shred damage is calculated based off of &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;; so if a unit resists any damage through DR it &#039;&#039;does not&#039;&#039; affect the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
Some plasma weapons can shred only specific types of enemies: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; (Plasma Rifle): shreds biological enemies with &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Berserkers and Chryssalids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; (Plasma Reflex Cannon): shreds enemies with &#039;&#039;&#039;Distortion&#039;&#039;&#039;: Sectoid Commanders and Ethereals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Panzer Shredder&#039;&#039;&#039; (Plasma Battle Rifle): shreds grounded robotic enemies: Mechtoids and Sectopods.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; (Plasma Carbine): shreds flying-capable aliens.&lt;br /&gt;
&lt;br /&gt;
Some explosives (AP Grenades, Javelin Rockets) have the &#039;&#039;&#039;Explosive Shredder&#039;&#039;&#039; perk which allows them to shred enemies at &#039;&#039;&#039;2x&#039;&#039;&#039; the damage dealt as a percent of the target&#039;s max HP.&lt;br /&gt;
&lt;br /&gt;
If a source would apply multiple levels of shred (e.g. a unit with Shredder and Ether Shredder), only the highest level will apply.&lt;br /&gt;
&lt;br /&gt;
There are various perks that modify how shred is applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. It is important to note that the area occupied by smoke is a 3 tile radius cardinally and 2 tile radius diagonally from the center, it is not a sphere and thus the targeting bubble can be misleading on the edges.&lt;br /&gt;
&lt;br /&gt;
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed. Smoke reduces the aim of units within the smoke by 10. &lt;br /&gt;
&lt;br /&gt;
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit&#039;s will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1200px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim, +30 defense, prevents extra crit from exposed, and does not trigger reaction shots -- aim and defense affects psi as well&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; &lt;br /&gt;
{{Combat Drugs (LWR)|text=1}}&lt;br /&gt;
{{Dense Smoke (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to &#039;&#039;&#039;Stagger&#039;&#039;&#039; the target equal to the percent of their Max Base HP they lost.&lt;br /&gt;
&lt;br /&gt;
 % Chance to Stagger = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
 Staggered units lose all remaining APs, their shots [[Other_Abilities_(LWR)#Graze|&#039;&#039;&#039;graze&#039;&#039;&#039;]], and they cannot enter overwatch&lt;br /&gt;
&lt;br /&gt;
Does not effect melee-only units (Chryssalids, Zombies, and Berserkers).&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Double base aim, +15 pen, rocket range +20% and scatter -75%, reaction fire immunity, and halves the impenetrable cover DR limit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +2.0 mobility, +20 aim, +20 will, immunity to fatigued/exhausted; lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to &#039;&#039;&#039;Stun&#039;&#039;&#039; autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun may be lower than 100%. The chance is higher if the target has less HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below 4 HP will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Sublimator ==&lt;br /&gt;
&lt;br /&gt;
Certain plasma weapons have the &#039;&#039;&#039;Sublimator&#039;&#039;&#039; capability which grants +35 pen vs units with the &#039;&#039;&#039;[[Abilities_List_(LWR)#Hardened|Hardened]]&#039;&#039;&#039; perk (+50 pen for weapons with saturation fire) and deals triple damage to [[Abilities_List_(LWR)#Plasma Shield|Plasma Shields]].&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
{{ Suppression (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
At the start of their team&#039;s turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
If the target acts while under suppression the suppression will break with another round of &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039;. Certain actions such as steadying, reloading, hunkering down or skipping turn by gaining combat ready will prevent this damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
Mayhem adds an additional instantaneous round of Suppressive Fire, meaning its possible to fire a total of 3 Suppressive fire barrages to a single uncovered target with 1 use of suppression.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 35% of &#039;&#039;standard shot damage&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Even though &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger).&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit&#039;s turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting: the first unit that acts will take the damage and suppression will break for the entire group afterwards.&lt;br /&gt;
{{ Danger Zone (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactical Retreat ==&lt;br /&gt;
&lt;br /&gt;
During most missions, officers you control you can press &#039;Z&#039; to call Big Sky and ask him to perform a &#039;&#039;&#039;Tactical Retreat&#039;&#039;&#039;. If available, Big Sky will proceed to your location within 1-2 turns. At that time, everyone not within 8 tiles of the extraction beacon will become MIA. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are an effective method to withdraw critically wounded units and/or pull out after a mission is successful (e.g. after the bomb is defused).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are not available indoors, if a bomb is active, if exalt towers are active, or if a VIP is being rescued. They are also not available on the following missions: DLC missions, newfoundland mission, and base assaults/defenses.&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125973</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125973"/>
		<updated>2026-01-10T22:08:25Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Suppressive Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 50 crit and a 20% chance to hit will only have a 20% chance to crit due to the Accuracy Cap.&lt;br /&gt;
&lt;br /&gt;
== Air Strikes ==&lt;br /&gt;
&lt;br /&gt;
If you are fighting in a country that has some country defense, they may offer the officer on your squad the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The formula to calculate the percent chance a country will offer you an Air Strike is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 220px;&amp;quot;&amp;gt;&lt;br /&gt;
 20 + Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve made the offer, the officer on your squad gets the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;. This can only occur once per mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Strikes&#039;&#039;&#039; will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions.&lt;br /&gt;
&lt;br /&gt;
Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, ..., the last explosion is a 20% chance (about 90% chance in total for at least 1 explosion).&lt;br /&gt;
&lt;br /&gt;
Each explosion deals 3-6 damage + 10% of the target&#039;s max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same mechanic as rocket scatter (6 tiles being the maximum distance, but most explosions will land in a significantly smaller area of around 3 tiles).&lt;br /&gt;
&lt;br /&gt;
Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will likely take damage from multiple explosions.&lt;br /&gt;
&lt;br /&gt;
== Base DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Base Damage Resistance&#039;&#039;&#039; (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to &#039;&#039;&#039;Total DR&#039;&#039;&#039;) will have it reduced as their &#039;&#039;&#039;armor HP&#039;&#039;&#039; declines. Specifically, the percent of base DR removed is equal to the square root of the percent of armor HP lost (for example, with 50% armor HP lost, the base DR is reduced by 25%). &lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost all &#039;&#039;&#039;armor HP&#039;&#039;&#039; and has taken at least 1 point of damage to their &#039;&#039;&#039;base HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). &lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with other forms of &#039;&#039;&#039;Percentage DR&#039;&#039;&#039; to calculate &#039;&#039;&#039;Total DR&#039;&#039;&#039;.  &#039;&#039;&#039;Total DR&#039;&#039;&#039; is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number.&lt;br /&gt;
&lt;br /&gt;
[[File:BaseDRLWR.png]]&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple XCOM soldiers have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn effects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;0.5%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reloads if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +200 aim), and after done, will still be enraged with 2 APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
&lt;br /&gt;
Critical hits have a chance to cause bleeding equal to &#039;&#039;&#039;the percent of total HP the unit lost from the attack&#039;&#039;&#039; (halved if the target has some armor HP left).&lt;br /&gt;
&lt;br /&gt;
Bleeding units receive damage at the end of each turn equal to:&lt;br /&gt;
 Stacks_of_Bleed * (1 + 20% of max base HP)&lt;br /&gt;
&lt;br /&gt;
This only occurs if they have performed an action (except for hunker or combat readiness) that turn.&lt;br /&gt;
&lt;br /&gt;
Bleeding can stack, and each bleed stack doubles, triples, etc. the damage.&lt;br /&gt;
&lt;br /&gt;
Bleeding can be removed by any active heal.&lt;br /&gt;
&lt;br /&gt;
Robotic Units are immune to bleed.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 2-4 turns (turns can be increased with a &#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; or the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod). At the start of each XCOM turn, the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.&lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 470px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10% * (Max_Base_HP - Overkill_Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod will always bleed out the first time their health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 0 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.&lt;br /&gt;
&lt;br /&gt;
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.&lt;br /&gt;
&lt;br /&gt;
If the bleeding out soldier has a medikit, another biosoldier can use it to stabilize or revive them by moving within two tiles and pressing &#039;&#039;&#039;J&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Boosting ==&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, soldiers have the ability to help other units (including SHIVs and MECs) scale heights by boosting.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;boost&#039;&#039;&#039; a unit, hunker two units adjacent to it on both sides. The unit must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will regain any AP they already used so they can act with 2 AP.&lt;br /&gt;
&lt;br /&gt;
[[File:BoostLWR.png]]&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining and is &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle]]&#039;&#039;&#039; it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 +0.6 mobility, +10 aim, +10 will, +5 penetration to all attacks, +25% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -20% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each mission, all XCOM soldiers start with Combat Readiness. It can activate automatically on XCOM through the [[Other_Abilities_(LWR)#Heat_of_Battle|&#039;&#039;&#039;Heat of Battle&#039;&#039;&#039;]] mechanic, especially when XCOM is engaging many enemies. You can also press &amp;quot;J&amp;quot; (see [[New_Hotkeys_(LWR)#Functional|&#039;&#039;&#039;Hotkeys&#039;&#039;&#039;]]) to manually activate the ability on a single soldier (activating Combat Readiness also reveals units within 4 tiles and will not reveal the activating unit if they are hidden). It cannot be activated if the unit is not idle (e.g. suppressed). Combat Readiness wears off at the end of the unit&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
Aliens in [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] enemy pods and enemies that start their turn out of line of sight of XCOM units also have a chance to receive Combat Readiness. &lt;br /&gt;
&lt;br /&gt;
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|&#039;&#039;&#039;Steadied Weapon&#039;&#039;&#039;]] because they can&#039;t see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus.&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 750px;&amp;quot;&amp;gt; &lt;br /&gt;
 1) Clears overwatch &lt;br /&gt;
&lt;br /&gt;
 2) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to the percent of their &#039;&#039;&#039;max base HP&#039;&#039;&#039; they lost to the explosion&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at the start of the turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The easiest way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3).&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both APs to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20%. Thus, a unit that dashes will be able to cover 2.4x its mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 30 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all units (including SHIVs). It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; soldiers as they defuse the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Non-mechanical units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1050px;&amp;quot;&amp;gt;&lt;br /&gt;
 -15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some grenades and other abilities can also cause &#039;&#039;&#039;Disorientation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== End-in-Idle ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action is any action where the unit that performs the action is [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] after the action.  See [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;2%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Can reload for 1 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
- Is immune to countercharge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude than an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative to an enemy&lt;br /&gt;
&lt;br /&gt;
== Exposed ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed&#039;&#039;&#039; units are more vulnerable and shots against them have +50 critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Units not protected by cover are considered &#039;&#039;&#039;Exposed&#039;&#039;&#039;. This also means that any unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; will not be receiving any benefits from their cover. &lt;br /&gt;
&lt;br /&gt;
Flanking a target or destroying its cover is an effective method of &#039;&#039;&#039;Exposing&#039;&#039;&#039; a target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk prevents a unit from being exposed, regardless of cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying&#039;&#039;&#039; units and &#039;&#039;&#039;Non-Hardened&#039;&#039;&#039; units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units.&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each of their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
An ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 9.3, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel, they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Global Abilities ==&lt;br /&gt;
&lt;br /&gt;
There are a few abilities that do not require line of sight in order to attack enemies, these include: Psychic Storm (Sectoids, Sectoid Commanders, and Ethereals), Mortar Barrage (Mechtoids and Sectopods), Orbital Ray (Drones), and Air Strike (XCOM Commanders).&lt;br /&gt;
&lt;br /&gt;
Aliens will only use a global ability if they have previously seen an XCOM unit or are a Champion unit.&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors have a grappling hook and gain the &#039;&#039;&#039;Grapple&#039;&#039;&#039; ability. Using the Grapple costs 0 AP and can propel the soldier up to 15 tiles clearing the soldier from all Overwatch. Each armor with the grapple ability has a single use (except for the [[Armor_(LWR)#Light_Armor|&#039;&#039;&#039;Ghost Armor&#039;&#039;&#039;]] which grants 3 uses).&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a &#039;&#039;target modifier&#039;&#039; in the damage calculation process).&lt;br /&gt;
&lt;br /&gt;
Some abilities turn shots into grazes and some any damage into grazes.&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as they hack the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Healing Fatigue ==&lt;br /&gt;
&lt;br /&gt;
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.&lt;br /&gt;
&lt;br /&gt;
== Heat of Battle ==&lt;br /&gt;
&lt;br /&gt;
For every enemy in vision at the end of an XCOM soldier&#039;s turn, there is a 5% chance to activate &#039;&#039;&#039;Heat of Battle&#039;&#039;&#039; which automatically grants [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Hidden ==&lt;br /&gt;
&lt;br /&gt;
Various abilities can cause a unit to become hidden.  They all work slightly differently but all share these similarities:&lt;br /&gt;
&lt;br /&gt;
1) They cannot be targeted by the opposition&lt;br /&gt;
&lt;br /&gt;
2) They clear the unit from all enemy overwatch&lt;br /&gt;
&lt;br /&gt;
 Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Ghost (Ghost Armor) = Ghosted: reveals at beginning of turn and on any actions or any enemy within 4 tiles&lt;br /&gt;
&lt;br /&gt;
 Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on any actions&lt;br /&gt;
&lt;br /&gt;
 Psi Fade / Cloak Screen (Hidden Movement) = Psi Fade / Cloak Screen: reveals based on various criteria listed here: [[Other_Abilities_(LWR)#Hidden Movement|&#039;&#039;&#039;Hidden Movement&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 Stealth (Seeker) = Stealth: reveals on non-movement actions, lasts up to 3 turns&lt;br /&gt;
&lt;br /&gt;
If an XCOM unit is &#039;&#039;&#039;revealed&#039;&#039;&#039; it will trigger any inactivated alien pods that are in sight.&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement ==&lt;br /&gt;
&lt;br /&gt;
 Hidden Movement only occurs on &#039;&#039;&#039;Impossible&#039;&#039;&#039; or higher difficulties. &lt;br /&gt;
&lt;br /&gt;
It occurs when only a single pod is revealed where some members of that pod have one of the following abilities: &amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{ Psi Fade (LWR) | text=1 }}{{ Cloak Screen (LWR) | text=1}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As well when all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, aliens may also hide.&lt;br /&gt;
&lt;br /&gt;
If there are less than 4 active aliens all aliens hidden from Psi Fade or Cloak Screen will be revealed at the beginning of their turn. &lt;br /&gt;
&lt;br /&gt;
Aliens with active Psi Fade or Cloak Screen will become revealed again if they:&lt;br /&gt;
* Perform a non-movement action&lt;br /&gt;
* Start their turn in sight of an XCOM unit &lt;br /&gt;
* Have an XCOM unit see them exposed (not protected by cover) within 14 tiles&lt;br /&gt;
* Have an XCOM unit see them within 4 tiles&lt;br /&gt;
* Take any damage&lt;br /&gt;
* Are revealed by a revealing ability/device (e.g. battle scanner)&lt;br /&gt;
&lt;br /&gt;
When hidden, the aliens give audio clues about their location. This helps XCOM find them.&lt;br /&gt;
&lt;br /&gt;
As well, proximity sensors and motion trackers can locate hidden aliens on their radars.&lt;br /&gt;
&lt;br /&gt;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been targeted with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Holo Rounds (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 +1.3 mobility, +10 aim and +20 will&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1450px;&amp;quot;&amp;gt;&lt;br /&gt;
 When protected by cover: +30% cover defense, +15% DR, and immunity to critical hits. Reduces sight radius to 0. Unit cannot become combat ready. Does not trigger reaction fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle / Preoccupied ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention. The opposite of &#039;&#039;&#039;idle&#039;&#039;&#039; is &#039;&#039;&#039;preoccupied&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some abilities require an action to be an &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action. This simply means that the unit is &#039;&#039;&#039;idle&#039;&#039;&#039; (not &#039;&#039;&#039;preoccupied&#039;&#039;&#039;) after the action is executed.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to be &#039;&#039;&#039;preoccupied&#039;&#039;&#039; (and thus, not &#039;&#039;&#039;idle&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1070px;&amp;quot;&amp;gt;&lt;br /&gt;
 Overwatching, steadying, hunkering, suppressing, being suppressed, being in One For All, panicking, being disoriented, being critically wounded, being maimed, strangling, being strangled, psychic storming, orbital raying, enthralling, hiding, being unprepared&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Instance of Damage ==&lt;br /&gt;
&lt;br /&gt;
Whenever a unit takes damage from an attack, it receives an instance of damage tick (hits from shotguns count as 3 instances of damage). The instances of damage reset at the end of each turn.  &lt;br /&gt;
&lt;br /&gt;
These instances affect the following abilities:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Light_.27Em_Up|Light &#039;em Up]], [[Abilities_List_(LWR)#Damage Control|Damage Control]], [[Abilities_List_(LWR)#Unyielding|Unyielding]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And to a lesser extent:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Hit and Run|Hit and Run]], [[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]], [[Abilities_List_(LWR)#Sentry|Sentry]], [[Abilities_List_(LWR)#Taunt|Taunt]], [[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals the &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -45% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit));&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All pistols have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets at or under 4 HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to break enemy &#039;&#039;&#039;overwatch&#039;&#039;&#039; and &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; and have a chance to &#039;&#039;&#039;disorient&#039;&#039;&#039; units equal to the percent of total HP they lost. The chance is tripled against SHIVs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Primary_Weapons|Arc Rifle]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Pistol|Arc Pistol]]&#039;&#039;&#039; have the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or certain other abilities will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
Any other damage still has a chance to clear a unit&#039;s overwatch status equal to:&lt;br /&gt;
 % Chance to Break OW = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
As an example, a unit on overwatch with 20 max base HP and 5 armor HP that took 10 ballistic damage has a 50% chance to have their overwatch broken.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch (teal for XCOM).&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have a 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 2 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking HP damage. Exalt only have a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health and have lost some base HP (30 will test)&lt;br /&gt;
&lt;br /&gt;
== Penetration ==&lt;br /&gt;
&lt;br /&gt;
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after DR is calculated, for every 1 point of penetration the DR is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Units can gain penetration through various perks, weapons, and equipment.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Damage (LWR)#Damage_Calculation|&#039;&#039;&#039;Complete Damage Formula&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Pinpoint Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses 50% of cover defense and 50% of cover damage resistance*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Note that this also lowers the impenetrable cover DR limit by half&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts (uses any ability or moves &amp;gt;1 tile) and &#039;&#039;&#039;the firing unit has a hit chance of 30 or higher&#039;&#039;&#039;.  When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.&lt;br /&gt;
&lt;br /&gt;
Certain actions are quick enough that they won&#039;t trigger reaction fire, this includes:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 320px;&amp;quot;&amp;gt;&lt;br /&gt;
 Hunker Down, Reload, Steady Weapon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suppressive fire (from Suppression) will fire regardless of hit chance or action type.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Opportunist (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from or against units that are hidden (cloaked, ghosted, shadowed, stealthed, or hidden).&lt;br /&gt;
&lt;br /&gt;
All reaction fire that damages a target has a chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Stagger|Stagger]]&#039;&#039;&#039; the target.&lt;br /&gt;
&lt;br /&gt;
Units that are [[Other_Abilities_(LWR)#Dash|&#039;&#039;&#039;Dashing&#039;&#039;&#039;]] will gain a defense bonus against the reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 950px;&amp;quot;&amp;gt;&lt;br /&gt;
 Reduces mobility, aim, will, melee damage, throw range, and rocket accuracy by half the percent of base HP lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
Note that [[Other_Abilities_(LWR)#Base_DR|&#039;&#039;&#039;base DR&#039;&#039;&#039;]] is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a [[Abilities_List_(LWR)#Deflection_Shield|&#039;&#039;&#039;Deflection Shield&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When revealed, the alien pod can also be affected by 1 of 3 states: &#039;&#039;&#039;Prepared&#039;&#039;&#039;, &#039;&#039;&#039;Off Guard&#039;&#039;&#039;, and &#039;&#039;&#039;Unprepared&#039;&#039;&#039;. All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.&lt;br /&gt;
&lt;br /&gt;
====Prepared====&lt;br /&gt;
&lt;br /&gt;
 Aliens enter [[Other_Abilities_(LWR)#Overwatch|&#039;&#039;&#039;Overwatch&#039;&#039;&#039;]] on activation, gain [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]], and possibly other benefits.&lt;br /&gt;
&lt;br /&gt;
The chance for [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] depends on the number of activated aliens and the [[Difficulty_(LWR)#Expectations|&#039;&#039;&#039;Difficulty&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 700px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; |  &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Chance for Prepared&amp;lt;br&amp;gt;[chance with active aliens]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Easy&#039;&#039;&#039; || 0% &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Classic&#039;&#039;&#039; || 25% &amp;lt;br&amp;gt;[0% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Brutal&#039;&#039;&#039; || 50% &amp;lt;br&amp;gt;[20% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Impossible&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[40% for 1 alien active] &amp;lt;br&amp;gt;[20% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Pain&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[for 2 or less aliens active]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will overwatch and gain combat readiness on reveal less if XCOM has less total AP available.&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will not occur on the first turn of any mission.&lt;br /&gt;
&lt;br /&gt;
====Off Guard====&lt;br /&gt;
 Aliens start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be caught off guard if they make the total number of active aliens &#039;&#039;&#039;9 or more&#039;&#039;&#039; (11 for larger missions). Each alien is checked for being Off Guard and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be caught off guard while others might not be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off Guard&#039;&#039;&#039; is intended to simulate the aliens unexpectedly bumping into XCOM.&lt;br /&gt;
&lt;br /&gt;
====Unprepared====&lt;br /&gt;
 Aliens skip their first turn (removed if damaged) and start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be unprepared if they make the total number of active aliens &#039;&#039;&#039;12 or more&#039;&#039;&#039; (14 for larger missions). Each alien is checked for being Unprepared and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be unprepared while others might only be caught off guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unprepared&#039;&#039;&#039; is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.). &lt;br /&gt;
&lt;br /&gt;
Exceptions where XCOM units will not gain &#039;&#039;&#039;Scamper&#039;&#039;&#039;: &lt;br /&gt;
* Non-idle units&lt;br /&gt;
* Units that just used Run and Gun&lt;br /&gt;
* Units that are the last active soldier remaining&lt;br /&gt;
* The unit that activated the aliens (if it was done with a non-movement action)&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shred damage is calculated based off of &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;; so if a unit resists any damage through DR it &#039;&#039;does not&#039;&#039; affect the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
Some plasma weapons can shred only specific types of enemies: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; (Plasma Rifle): shreds biological enemies with &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Berserkers and Chryssalids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; (Plasma Reflex Cannon): shreds enemies with &#039;&#039;&#039;Distortion&#039;&#039;&#039;: Sectoid Commanders and Ethereals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Panzer Shredder&#039;&#039;&#039; (Plasma Battle Rifle): shreds grounded robotic enemies: Mechtoids and Sectopods.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; (Plasma Carbine): shreds flying-capable aliens.&lt;br /&gt;
&lt;br /&gt;
Some explosives (AP Grenades, Javelin Rockets) have the &#039;&#039;&#039;Explosive Shredder&#039;&#039;&#039; perk which allows them to shred enemies at &#039;&#039;&#039;2x&#039;&#039;&#039; the damage dealt as a percent of the target&#039;s max HP.&lt;br /&gt;
&lt;br /&gt;
If a source would apply multiple levels of shred (e.g. a unit with Shredder and Ether Shredder), only the highest level will apply.&lt;br /&gt;
&lt;br /&gt;
There are various perks that modify how shred is applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. It is important to note that the area occupied by smoke is a 3 tile radius cardinally and 2 tile radius diagonally from the center, it is not a sphere and thus the targeting bubble can be misleading on the edges.&lt;br /&gt;
&lt;br /&gt;
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed. Smoke reduces the aim of units within the smoke by 10. &lt;br /&gt;
&lt;br /&gt;
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit&#039;s will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1200px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim, +30 defense, prevents extra crit from exposed, and does not trigger reaction shots -- aim and defense affects psi as well&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; &lt;br /&gt;
{{Combat Drugs (LWR)|text=1}}&lt;br /&gt;
{{Dense Smoke (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to &#039;&#039;&#039;Stagger&#039;&#039;&#039; the target equal to the percent of their Max Base HP they lost.&lt;br /&gt;
&lt;br /&gt;
 % Chance to Stagger = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
 Staggered units lose all remaining APs, their shots [[Other_Abilities_(LWR)#Graze|&#039;&#039;&#039;graze&#039;&#039;&#039;]], and they cannot enter overwatch&lt;br /&gt;
&lt;br /&gt;
Does not effect melee-only units (Chryssalids, Zombies, and Berserkers).&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Double base aim, +15 pen, rocket range +20% and scatter -75%, reaction fire immunity, and halves the impenetrable cover DR limit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +2.0 mobility, +20 aim, +20 will, immunity to fatigued/exhausted; lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to &#039;&#039;&#039;Stun&#039;&#039;&#039; autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun may be lower than 100%. The chance is higher if the target has less HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below 4 HP will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Sublimator ==&lt;br /&gt;
&lt;br /&gt;
Certain plasma weapons have the &#039;&#039;&#039;Sublimator&#039;&#039;&#039; capability which grants +35 pen vs units with the &#039;&#039;&#039;[[Abilities_List_(LWR)#Hardened|Hardened]]&#039;&#039;&#039; perk (+50 pen for weapons with saturation fire) and deals triple damage to [[Abilities_List_(LWR)#Plasma Shield|Plasma Shields]].&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
{{ Suppression (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
At the start of their team&#039;s turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
If the target acts while under suppression the suppression will break with another round of &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039;. Certain actions such as steadying, reloading, hunkering down or skipping turn by gaining combat ready will prevent this damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
Mayhem adds an additional instantaneous round of Suppressive Fire, meaning its possible to fire a total of 3 Suppressive fire barrages to a single uncovered target with 1 use of suppression.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 35% of &#039;&#039;standard shot damage&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Even though &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger).&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit&#039;s turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting: the first unit that acts will take the damage and suppression will break for the entire group afterwards.&lt;br /&gt;
{{ Danger Zone (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactical Retreat ==&lt;br /&gt;
&lt;br /&gt;
During most missions, officers you control you can press &#039;Z&#039; to call Big Sky and ask him to perform a &#039;&#039;&#039;Tactical Retreat&#039;&#039;&#039;. If available, Big Sky will proceed to your location within 1-2 turns. At that time, everyone not within 8 tiles of the extraction beacon will become MIA. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are an effective method to withdraw critically wounded units and/or pull out after a mission is successful (e.g. after the bomb is defused).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are not available indoors, if a bomb is active, if exalt towers are active, or if a VIP is being rescued. They are also not available on the following missions: DLC missions, newfoundland mission, and base assaults/defenses.&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125972</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125972"/>
		<updated>2026-01-10T22:02:06Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Shred */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 50 crit and a 20% chance to hit will only have a 20% chance to crit due to the Accuracy Cap.&lt;br /&gt;
&lt;br /&gt;
== Air Strikes ==&lt;br /&gt;
&lt;br /&gt;
If you are fighting in a country that has some country defense, they may offer the officer on your squad the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The formula to calculate the percent chance a country will offer you an Air Strike is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 220px;&amp;quot;&amp;gt;&lt;br /&gt;
 20 + Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve made the offer, the officer on your squad gets the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;. This can only occur once per mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Strikes&#039;&#039;&#039; will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions.&lt;br /&gt;
&lt;br /&gt;
Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, ..., the last explosion is a 20% chance (about 90% chance in total for at least 1 explosion).&lt;br /&gt;
&lt;br /&gt;
Each explosion deals 3-6 damage + 10% of the target&#039;s max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same mechanic as rocket scatter (6 tiles being the maximum distance, but most explosions will land in a significantly smaller area of around 3 tiles).&lt;br /&gt;
&lt;br /&gt;
Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will likely take damage from multiple explosions.&lt;br /&gt;
&lt;br /&gt;
== Base DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Base Damage Resistance&#039;&#039;&#039; (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to &#039;&#039;&#039;Total DR&#039;&#039;&#039;) will have it reduced as their &#039;&#039;&#039;armor HP&#039;&#039;&#039; declines. Specifically, the percent of base DR removed is equal to the square root of the percent of armor HP lost (for example, with 50% armor HP lost, the base DR is reduced by 25%). &lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost all &#039;&#039;&#039;armor HP&#039;&#039;&#039; and has taken at least 1 point of damage to their &#039;&#039;&#039;base HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). &lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with other forms of &#039;&#039;&#039;Percentage DR&#039;&#039;&#039; to calculate &#039;&#039;&#039;Total DR&#039;&#039;&#039;.  &#039;&#039;&#039;Total DR&#039;&#039;&#039; is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number.&lt;br /&gt;
&lt;br /&gt;
[[File:BaseDRLWR.png]]&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple XCOM soldiers have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn effects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;0.5%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reloads if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +200 aim), and after done, will still be enraged with 2 APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
&lt;br /&gt;
Critical hits have a chance to cause bleeding equal to &#039;&#039;&#039;the percent of total HP the unit lost from the attack&#039;&#039;&#039; (halved if the target has some armor HP left).&lt;br /&gt;
&lt;br /&gt;
Bleeding units receive damage at the end of each turn equal to:&lt;br /&gt;
 Stacks_of_Bleed * (1 + 20% of max base HP)&lt;br /&gt;
&lt;br /&gt;
This only occurs if they have performed an action (except for hunker or combat readiness) that turn.&lt;br /&gt;
&lt;br /&gt;
Bleeding can stack, and each bleed stack doubles, triples, etc. the damage.&lt;br /&gt;
&lt;br /&gt;
Bleeding can be removed by any active heal.&lt;br /&gt;
&lt;br /&gt;
Robotic Units are immune to bleed.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 2-4 turns (turns can be increased with a &#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; or the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod). At the start of each XCOM turn, the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.&lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 470px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10% * (Max_Base_HP - Overkill_Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod will always bleed out the first time their health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 0 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.&lt;br /&gt;
&lt;br /&gt;
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.&lt;br /&gt;
&lt;br /&gt;
If the bleeding out soldier has a medikit, another biosoldier can use it to stabilize or revive them by moving within two tiles and pressing &#039;&#039;&#039;J&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Boosting ==&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, soldiers have the ability to help other units (including SHIVs and MECs) scale heights by boosting.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;boost&#039;&#039;&#039; a unit, hunker two units adjacent to it on both sides. The unit must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will regain any AP they already used so they can act with 2 AP.&lt;br /&gt;
&lt;br /&gt;
[[File:BoostLWR.png]]&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining and is &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle]]&#039;&#039;&#039; it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 +0.6 mobility, +10 aim, +10 will, +5 penetration to all attacks, +25% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -20% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each mission, all XCOM soldiers start with Combat Readiness. It can activate automatically on XCOM through the [[Other_Abilities_(LWR)#Heat_of_Battle|&#039;&#039;&#039;Heat of Battle&#039;&#039;&#039;]] mechanic, especially when XCOM is engaging many enemies. You can also press &amp;quot;J&amp;quot; (see [[New_Hotkeys_(LWR)#Functional|&#039;&#039;&#039;Hotkeys&#039;&#039;&#039;]]) to manually activate the ability on a single soldier (activating Combat Readiness also reveals units within 4 tiles and will not reveal the activating unit if they are hidden). It cannot be activated if the unit is not idle (e.g. suppressed). Combat Readiness wears off at the end of the unit&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
Aliens in [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] enemy pods and enemies that start their turn out of line of sight of XCOM units also have a chance to receive Combat Readiness. &lt;br /&gt;
&lt;br /&gt;
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|&#039;&#039;&#039;Steadied Weapon&#039;&#039;&#039;]] because they can&#039;t see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus.&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 750px;&amp;quot;&amp;gt; &lt;br /&gt;
 1) Clears overwatch &lt;br /&gt;
&lt;br /&gt;
 2) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to the percent of their &#039;&#039;&#039;max base HP&#039;&#039;&#039; they lost to the explosion&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at the start of the turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The easiest way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3).&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both APs to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20%. Thus, a unit that dashes will be able to cover 2.4x its mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 30 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all units (including SHIVs). It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; soldiers as they defuse the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Non-mechanical units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1050px;&amp;quot;&amp;gt;&lt;br /&gt;
 -15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some grenades and other abilities can also cause &#039;&#039;&#039;Disorientation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== End-in-Idle ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action is any action where the unit that performs the action is [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] after the action.  See [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;2%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Can reload for 1 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
- Is immune to countercharge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude than an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative to an enemy&lt;br /&gt;
&lt;br /&gt;
== Exposed ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed&#039;&#039;&#039; units are more vulnerable and shots against them have +50 critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Units not protected by cover are considered &#039;&#039;&#039;Exposed&#039;&#039;&#039;. This also means that any unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; will not be receiving any benefits from their cover. &lt;br /&gt;
&lt;br /&gt;
Flanking a target or destroying its cover is an effective method of &#039;&#039;&#039;Exposing&#039;&#039;&#039; a target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk prevents a unit from being exposed, regardless of cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying&#039;&#039;&#039; units and &#039;&#039;&#039;Non-Hardened&#039;&#039;&#039; units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units.&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each of their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
An ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 9.3, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel, they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Global Abilities ==&lt;br /&gt;
&lt;br /&gt;
There are a few abilities that do not require line of sight in order to attack enemies, these include: Psychic Storm (Sectoids, Sectoid Commanders, and Ethereals), Mortar Barrage (Mechtoids and Sectopods), Orbital Ray (Drones), and Air Strike (XCOM Commanders).&lt;br /&gt;
&lt;br /&gt;
Aliens will only use a global ability if they have previously seen an XCOM unit or are a Champion unit.&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors have a grappling hook and gain the &#039;&#039;&#039;Grapple&#039;&#039;&#039; ability. Using the Grapple costs 0 AP and can propel the soldier up to 15 tiles clearing the soldier from all Overwatch. Each armor with the grapple ability has a single use (except for the [[Armor_(LWR)#Light_Armor|&#039;&#039;&#039;Ghost Armor&#039;&#039;&#039;]] which grants 3 uses).&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a &#039;&#039;target modifier&#039;&#039; in the damage calculation process).&lt;br /&gt;
&lt;br /&gt;
Some abilities turn shots into grazes and some any damage into grazes.&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as they hack the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Healing Fatigue ==&lt;br /&gt;
&lt;br /&gt;
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.&lt;br /&gt;
&lt;br /&gt;
== Heat of Battle ==&lt;br /&gt;
&lt;br /&gt;
For every enemy in vision at the end of an XCOM soldier&#039;s turn, there is a 5% chance to activate &#039;&#039;&#039;Heat of Battle&#039;&#039;&#039; which automatically grants [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Hidden ==&lt;br /&gt;
&lt;br /&gt;
Various abilities can cause a unit to become hidden.  They all work slightly differently but all share these similarities:&lt;br /&gt;
&lt;br /&gt;
1) They cannot be targeted by the opposition&lt;br /&gt;
&lt;br /&gt;
2) They clear the unit from all enemy overwatch&lt;br /&gt;
&lt;br /&gt;
 Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Ghost (Ghost Armor) = Ghosted: reveals at beginning of turn and on any actions or any enemy within 4 tiles&lt;br /&gt;
&lt;br /&gt;
 Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on any actions&lt;br /&gt;
&lt;br /&gt;
 Psi Fade / Cloak Screen (Hidden Movement) = Psi Fade / Cloak Screen: reveals based on various criteria listed here: [[Other_Abilities_(LWR)#Hidden Movement|&#039;&#039;&#039;Hidden Movement&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 Stealth (Seeker) = Stealth: reveals on non-movement actions, lasts up to 3 turns&lt;br /&gt;
&lt;br /&gt;
If an XCOM unit is &#039;&#039;&#039;revealed&#039;&#039;&#039; it will trigger any inactivated alien pods that are in sight.&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement ==&lt;br /&gt;
&lt;br /&gt;
 Hidden Movement only occurs on &#039;&#039;&#039;Impossible&#039;&#039;&#039; or higher difficulties. &lt;br /&gt;
&lt;br /&gt;
It occurs when only a single pod is revealed where some members of that pod have one of the following abilities: &amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{ Psi Fade (LWR) | text=1 }}{{ Cloak Screen (LWR) | text=1}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As well when all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, aliens may also hide.&lt;br /&gt;
&lt;br /&gt;
If there are less than 4 active aliens all aliens hidden from Psi Fade or Cloak Screen will be revealed at the beginning of their turn. &lt;br /&gt;
&lt;br /&gt;
Aliens with active Psi Fade or Cloak Screen will become revealed again if they:&lt;br /&gt;
* Perform a non-movement action&lt;br /&gt;
* Start their turn in sight of an XCOM unit &lt;br /&gt;
* Have an XCOM unit see them exposed (not protected by cover) within 14 tiles&lt;br /&gt;
* Have an XCOM unit see them within 4 tiles&lt;br /&gt;
* Take any damage&lt;br /&gt;
* Are revealed by a revealing ability/device (e.g. battle scanner)&lt;br /&gt;
&lt;br /&gt;
When hidden, the aliens give audio clues about their location. This helps XCOM find them.&lt;br /&gt;
&lt;br /&gt;
As well, proximity sensors and motion trackers can locate hidden aliens on their radars.&lt;br /&gt;
&lt;br /&gt;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been targeted with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Holo Rounds (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 +1.3 mobility, +10 aim and +20 will&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1450px;&amp;quot;&amp;gt;&lt;br /&gt;
 When protected by cover: +30% cover defense, +15% DR, and immunity to critical hits. Reduces sight radius to 0. Unit cannot become combat ready. Does not trigger reaction fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle / Preoccupied ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention. The opposite of &#039;&#039;&#039;idle&#039;&#039;&#039; is &#039;&#039;&#039;preoccupied&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some abilities require an action to be an &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action. This simply means that the unit is &#039;&#039;&#039;idle&#039;&#039;&#039; (not &#039;&#039;&#039;preoccupied&#039;&#039;&#039;) after the action is executed.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to be &#039;&#039;&#039;preoccupied&#039;&#039;&#039; (and thus, not &#039;&#039;&#039;idle&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1070px;&amp;quot;&amp;gt;&lt;br /&gt;
 Overwatching, steadying, hunkering, suppressing, being suppressed, being in One For All, panicking, being disoriented, being critically wounded, being maimed, strangling, being strangled, psychic storming, orbital raying, enthralling, hiding, being unprepared&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Instance of Damage ==&lt;br /&gt;
&lt;br /&gt;
Whenever a unit takes damage from an attack, it receives an instance of damage tick (hits from shotguns count as 3 instances of damage). The instances of damage reset at the end of each turn.  &lt;br /&gt;
&lt;br /&gt;
These instances affect the following abilities:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Light_.27Em_Up|Light &#039;em Up]], [[Abilities_List_(LWR)#Damage Control|Damage Control]], [[Abilities_List_(LWR)#Unyielding|Unyielding]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And to a lesser extent:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Hit and Run|Hit and Run]], [[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]], [[Abilities_List_(LWR)#Sentry|Sentry]], [[Abilities_List_(LWR)#Taunt|Taunt]], [[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals the &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -45% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit));&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All pistols have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets at or under 4 HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to break enemy &#039;&#039;&#039;overwatch&#039;&#039;&#039; and &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; and have a chance to &#039;&#039;&#039;disorient&#039;&#039;&#039; units equal to the percent of total HP they lost. The chance is tripled against SHIVs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Primary_Weapons|Arc Rifle]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Pistol|Arc Pistol]]&#039;&#039;&#039; have the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or certain other abilities will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
Any other damage still has a chance to clear a unit&#039;s overwatch status equal to:&lt;br /&gt;
 % Chance to Break OW = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
As an example, a unit on overwatch with 20 max base HP and 5 armor HP that took 10 ballistic damage has a 50% chance to have their overwatch broken.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch (teal for XCOM).&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have a 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 2 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking HP damage. Exalt only have a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health and have lost some base HP (30 will test)&lt;br /&gt;
&lt;br /&gt;
== Penetration ==&lt;br /&gt;
&lt;br /&gt;
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after DR is calculated, for every 1 point of penetration the DR is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Units can gain penetration through various perks, weapons, and equipment.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Damage (LWR)#Damage_Calculation|&#039;&#039;&#039;Complete Damage Formula&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Pinpoint Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses 50% of cover defense and 50% of cover damage resistance*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Note that this also lowers the impenetrable cover DR limit by half&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts (uses any ability or moves &amp;gt;1 tile) and &#039;&#039;&#039;the firing unit has a hit chance of 30 or higher&#039;&#039;&#039;.  When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.&lt;br /&gt;
&lt;br /&gt;
Certain actions are quick enough that they won&#039;t trigger reaction fire, this includes:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 320px;&amp;quot;&amp;gt;&lt;br /&gt;
 Hunker Down, Reload, Steady Weapon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suppressive fire (from Suppression) will fire regardless of hit chance or action type.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Opportunist (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from or against units that are hidden (cloaked, ghosted, shadowed, stealthed, or hidden).&lt;br /&gt;
&lt;br /&gt;
All reaction fire that damages a target has a chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Stagger|Stagger]]&#039;&#039;&#039; the target.&lt;br /&gt;
&lt;br /&gt;
Units that are [[Other_Abilities_(LWR)#Dash|&#039;&#039;&#039;Dashing&#039;&#039;&#039;]] will gain a defense bonus against the reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 950px;&amp;quot;&amp;gt;&lt;br /&gt;
 Reduces mobility, aim, will, melee damage, throw range, and rocket accuracy by half the percent of base HP lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
Note that [[Other_Abilities_(LWR)#Base_DR|&#039;&#039;&#039;base DR&#039;&#039;&#039;]] is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a [[Abilities_List_(LWR)#Deflection_Shield|&#039;&#039;&#039;Deflection Shield&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When revealed, the alien pod can also be affected by 1 of 3 states: &#039;&#039;&#039;Prepared&#039;&#039;&#039;, &#039;&#039;&#039;Off Guard&#039;&#039;&#039;, and &#039;&#039;&#039;Unprepared&#039;&#039;&#039;. All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.&lt;br /&gt;
&lt;br /&gt;
====Prepared====&lt;br /&gt;
&lt;br /&gt;
 Aliens enter [[Other_Abilities_(LWR)#Overwatch|&#039;&#039;&#039;Overwatch&#039;&#039;&#039;]] on activation, gain [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]], and possibly other benefits.&lt;br /&gt;
&lt;br /&gt;
The chance for [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] depends on the number of activated aliens and the [[Difficulty_(LWR)#Expectations|&#039;&#039;&#039;Difficulty&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 700px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; |  &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Chance for Prepared&amp;lt;br&amp;gt;[chance with active aliens]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Easy&#039;&#039;&#039; || 0% &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Classic&#039;&#039;&#039; || 25% &amp;lt;br&amp;gt;[0% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Brutal&#039;&#039;&#039; || 50% &amp;lt;br&amp;gt;[20% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Impossible&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[40% for 1 alien active] &amp;lt;br&amp;gt;[20% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Pain&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[for 2 or less aliens active]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will overwatch and gain combat readiness on reveal less if XCOM has less total AP available.&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will not occur on the first turn of any mission.&lt;br /&gt;
&lt;br /&gt;
====Off Guard====&lt;br /&gt;
 Aliens start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be caught off guard if they make the total number of active aliens &#039;&#039;&#039;9 or more&#039;&#039;&#039; (11 for larger missions). Each alien is checked for being Off Guard and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be caught off guard while others might not be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off Guard&#039;&#039;&#039; is intended to simulate the aliens unexpectedly bumping into XCOM.&lt;br /&gt;
&lt;br /&gt;
====Unprepared====&lt;br /&gt;
 Aliens skip their first turn (removed if damaged) and start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be unprepared if they make the total number of active aliens &#039;&#039;&#039;12 or more&#039;&#039;&#039; (14 for larger missions). Each alien is checked for being Unprepared and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be unprepared while others might only be caught off guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unprepared&#039;&#039;&#039; is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.). &lt;br /&gt;
&lt;br /&gt;
Exceptions where XCOM units will not gain &#039;&#039;&#039;Scamper&#039;&#039;&#039;: &lt;br /&gt;
* Non-idle units&lt;br /&gt;
* Units that just used Run and Gun&lt;br /&gt;
* Units that are the last active soldier remaining&lt;br /&gt;
* The unit that activated the aliens (if it was done with a non-movement action)&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shred damage is calculated based off of &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;; so if a unit resists any damage through DR it &#039;&#039;does not&#039;&#039; affect the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
Some plasma weapons can shred only specific types of enemies: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; (Plasma Rifle): shreds biological enemies with &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Berserkers and Chryssalids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; (Plasma Reflex Cannon): shreds enemies with &#039;&#039;&#039;Distortion&#039;&#039;&#039;: Sectoid Commanders and Ethereals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Panzer Shredder&#039;&#039;&#039; (Plasma Battle Rifle): shreds grounded robotic enemies: Mechtoids and Sectopods.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; (Plasma Carbine): shreds flying-capable aliens.&lt;br /&gt;
&lt;br /&gt;
Some explosives (AP Grenades, Javelin Rockets) have the &#039;&#039;&#039;Explosive Shredder&#039;&#039;&#039; perk which allows them to shred enemies at &#039;&#039;&#039;2x&#039;&#039;&#039; the damage dealt as a percent of the target&#039;s max HP.&lt;br /&gt;
&lt;br /&gt;
If a source would apply multiple levels of shred (e.g. a unit with Shredder and Ether Shredder), only the highest level will apply.&lt;br /&gt;
&lt;br /&gt;
There are various perks that modify how shred is applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. It is important to note that the area occupied by smoke is a 3 tile radius cardinally and 2 tile radius diagonally from the center, it is not a sphere and thus the targeting bubble can be misleading on the edges.&lt;br /&gt;
&lt;br /&gt;
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed. Smoke reduces the aim of units within the smoke by 10. &lt;br /&gt;
&lt;br /&gt;
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit&#039;s will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1200px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim, +30 defense, prevents extra crit from exposed, and does not trigger reaction shots -- aim and defense affects psi as well&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; &lt;br /&gt;
{{Combat Drugs (LWR)|text=1}}&lt;br /&gt;
{{Dense Smoke (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to &#039;&#039;&#039;Stagger&#039;&#039;&#039; the target equal to the percent of their Max Base HP they lost.&lt;br /&gt;
&lt;br /&gt;
 % Chance to Stagger = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
 Staggered units lose all remaining APs, their shots [[Other_Abilities_(LWR)#Graze|&#039;&#039;&#039;graze&#039;&#039;&#039;]], and they cannot enter overwatch&lt;br /&gt;
&lt;br /&gt;
Does not effect melee-only units (Chryssalids, Zombies, and Berserkers).&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Double base aim, +15 pen, rocket range +20% and scatter -75%, reaction fire immunity, and halves the impenetrable cover DR limit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +2.0 mobility, +20 aim, +20 will, immunity to fatigued/exhausted; lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to &#039;&#039;&#039;Stun&#039;&#039;&#039; autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun may be lower than 100%. The chance is higher if the target has less HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below 4 HP will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Sublimator ==&lt;br /&gt;
&lt;br /&gt;
Certain plasma weapons have the &#039;&#039;&#039;Sublimator&#039;&#039;&#039; capability which grants +35 pen vs units with the &#039;&#039;&#039;[[Abilities_List_(LWR)#Hardened|Hardened]]&#039;&#039;&#039; perk (+50 pen for weapons with saturation fire) and deals triple damage to [[Abilities_List_(LWR)#Plasma Shield|Plasma Shields]].&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
{{ Suppression (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
At the start of their team&#039;s turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
If the target acts while under suppression the suppression will break with another round of &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039;. Certain actions such as steadying, reloading, hunkering down or skipping turn by gaining combat ready will prevent this damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
Mayhem adds an additional instantaneous round of Suppressive Fire, meaning its possible to fire a total of 3 Suppressive fire barrages to a single uncovered target with 1 use of suppression.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 35% of &#039;&#039;standard shot damage&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Even though &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger).&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit&#039;s turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting.&lt;br /&gt;
{{ Danger Zone (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactical Retreat ==&lt;br /&gt;
&lt;br /&gt;
During most missions, officers you control you can press &#039;Z&#039; to call Big Sky and ask him to perform a &#039;&#039;&#039;Tactical Retreat&#039;&#039;&#039;. If available, Big Sky will proceed to your location within 1-2 turns. At that time, everyone not within 8 tiles of the extraction beacon will become MIA. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are an effective method to withdraw critically wounded units and/or pull out after a mission is successful (e.g. after the bomb is defused).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are not available indoors, if a bomb is active, if exalt towers are active, or if a VIP is being rescued. They are also not available on the following missions: DLC missions, newfoundland mission, and base assaults/defenses.&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125971</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125971"/>
		<updated>2026-01-10T22:01:36Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Shred */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 50 crit and a 20% chance to hit will only have a 20% chance to crit due to the Accuracy Cap.&lt;br /&gt;
&lt;br /&gt;
== Air Strikes ==&lt;br /&gt;
&lt;br /&gt;
If you are fighting in a country that has some country defense, they may offer the officer on your squad the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The formula to calculate the percent chance a country will offer you an Air Strike is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 220px;&amp;quot;&amp;gt;&lt;br /&gt;
 20 + Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve made the offer, the officer on your squad gets the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;. This can only occur once per mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Strikes&#039;&#039;&#039; will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions.&lt;br /&gt;
&lt;br /&gt;
Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, ..., the last explosion is a 20% chance (about 90% chance in total for at least 1 explosion).&lt;br /&gt;
&lt;br /&gt;
Each explosion deals 3-6 damage + 10% of the target&#039;s max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same mechanic as rocket scatter (6 tiles being the maximum distance, but most explosions will land in a significantly smaller area of around 3 tiles).&lt;br /&gt;
&lt;br /&gt;
Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will likely take damage from multiple explosions.&lt;br /&gt;
&lt;br /&gt;
== Base DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Base Damage Resistance&#039;&#039;&#039; (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to &#039;&#039;&#039;Total DR&#039;&#039;&#039;) will have it reduced as their &#039;&#039;&#039;armor HP&#039;&#039;&#039; declines. Specifically, the percent of base DR removed is equal to the square root of the percent of armor HP lost (for example, with 50% armor HP lost, the base DR is reduced by 25%). &lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost all &#039;&#039;&#039;armor HP&#039;&#039;&#039; and has taken at least 1 point of damage to their &#039;&#039;&#039;base HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). &lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with other forms of &#039;&#039;&#039;Percentage DR&#039;&#039;&#039; to calculate &#039;&#039;&#039;Total DR&#039;&#039;&#039;.  &#039;&#039;&#039;Total DR&#039;&#039;&#039; is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number.&lt;br /&gt;
&lt;br /&gt;
[[File:BaseDRLWR.png]]&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple XCOM soldiers have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn effects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;0.5%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reloads if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +200 aim), and after done, will still be enraged with 2 APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
&lt;br /&gt;
Critical hits have a chance to cause bleeding equal to &#039;&#039;&#039;the percent of total HP the unit lost from the attack&#039;&#039;&#039; (halved if the target has some armor HP left).&lt;br /&gt;
&lt;br /&gt;
Bleeding units receive damage at the end of each turn equal to:&lt;br /&gt;
 Stacks_of_Bleed * (1 + 20% of max base HP)&lt;br /&gt;
&lt;br /&gt;
This only occurs if they have performed an action (except for hunker or combat readiness) that turn.&lt;br /&gt;
&lt;br /&gt;
Bleeding can stack, and each bleed stack doubles, triples, etc. the damage.&lt;br /&gt;
&lt;br /&gt;
Bleeding can be removed by any active heal.&lt;br /&gt;
&lt;br /&gt;
Robotic Units are immune to bleed.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 2-4 turns (turns can be increased with a &#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; or the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod). At the start of each XCOM turn, the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.&lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 470px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10% * (Max_Base_HP - Overkill_Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod will always bleed out the first time their health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 0 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.&lt;br /&gt;
&lt;br /&gt;
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.&lt;br /&gt;
&lt;br /&gt;
If the bleeding out soldier has a medikit, another biosoldier can use it to stabilize or revive them by moving within two tiles and pressing &#039;&#039;&#039;J&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Boosting ==&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, soldiers have the ability to help other units (including SHIVs and MECs) scale heights by boosting.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;boost&#039;&#039;&#039; a unit, hunker two units adjacent to it on both sides. The unit must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will regain any AP they already used so they can act with 2 AP.&lt;br /&gt;
&lt;br /&gt;
[[File:BoostLWR.png]]&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining and is &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle]]&#039;&#039;&#039; it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 +0.6 mobility, +10 aim, +10 will, +5 penetration to all attacks, +25% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -20% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each mission, all XCOM soldiers start with Combat Readiness. It can activate automatically on XCOM through the [[Other_Abilities_(LWR)#Heat_of_Battle|&#039;&#039;&#039;Heat of Battle&#039;&#039;&#039;]] mechanic, especially when XCOM is engaging many enemies. You can also press &amp;quot;J&amp;quot; (see [[New_Hotkeys_(LWR)#Functional|&#039;&#039;&#039;Hotkeys&#039;&#039;&#039;]]) to manually activate the ability on a single soldier (activating Combat Readiness also reveals units within 4 tiles and will not reveal the activating unit if they are hidden). It cannot be activated if the unit is not idle (e.g. suppressed). Combat Readiness wears off at the end of the unit&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
Aliens in [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] enemy pods and enemies that start their turn out of line of sight of XCOM units also have a chance to receive Combat Readiness. &lt;br /&gt;
&lt;br /&gt;
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|&#039;&#039;&#039;Steadied Weapon&#039;&#039;&#039;]] because they can&#039;t see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus.&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 750px;&amp;quot;&amp;gt; &lt;br /&gt;
 1) Clears overwatch &lt;br /&gt;
&lt;br /&gt;
 2) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to the percent of their &#039;&#039;&#039;max base HP&#039;&#039;&#039; they lost to the explosion&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at the start of the turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The easiest way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3).&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both APs to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20%. Thus, a unit that dashes will be able to cover 2.4x its mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 30 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all units (including SHIVs). It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; soldiers as they defuse the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Non-mechanical units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1050px;&amp;quot;&amp;gt;&lt;br /&gt;
 -15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some grenades and other abilities can also cause &#039;&#039;&#039;Disorientation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== End-in-Idle ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action is any action where the unit that performs the action is [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] after the action.  See [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;2%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Can reload for 1 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
- Is immune to countercharge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude than an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative to an enemy&lt;br /&gt;
&lt;br /&gt;
== Exposed ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed&#039;&#039;&#039; units are more vulnerable and shots against them have +50 critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Units not protected by cover are considered &#039;&#039;&#039;Exposed&#039;&#039;&#039;. This also means that any unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; will not be receiving any benefits from their cover. &lt;br /&gt;
&lt;br /&gt;
Flanking a target or destroying its cover is an effective method of &#039;&#039;&#039;Exposing&#039;&#039;&#039; a target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk prevents a unit from being exposed, regardless of cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying&#039;&#039;&#039; units and &#039;&#039;&#039;Non-Hardened&#039;&#039;&#039; units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units.&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each of their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
An ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 9.3, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel, they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Global Abilities ==&lt;br /&gt;
&lt;br /&gt;
There are a few abilities that do not require line of sight in order to attack enemies, these include: Psychic Storm (Sectoids, Sectoid Commanders, and Ethereals), Mortar Barrage (Mechtoids and Sectopods), Orbital Ray (Drones), and Air Strike (XCOM Commanders).&lt;br /&gt;
&lt;br /&gt;
Aliens will only use a global ability if they have previously seen an XCOM unit or are a Champion unit.&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors have a grappling hook and gain the &#039;&#039;&#039;Grapple&#039;&#039;&#039; ability. Using the Grapple costs 0 AP and can propel the soldier up to 15 tiles clearing the soldier from all Overwatch. Each armor with the grapple ability has a single use (except for the [[Armor_(LWR)#Light_Armor|&#039;&#039;&#039;Ghost Armor&#039;&#039;&#039;]] which grants 3 uses).&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a &#039;&#039;target modifier&#039;&#039; in the damage calculation process).&lt;br /&gt;
&lt;br /&gt;
Some abilities turn shots into grazes and some any damage into grazes.&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as they hack the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Healing Fatigue ==&lt;br /&gt;
&lt;br /&gt;
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.&lt;br /&gt;
&lt;br /&gt;
== Heat of Battle ==&lt;br /&gt;
&lt;br /&gt;
For every enemy in vision at the end of an XCOM soldier&#039;s turn, there is a 5% chance to activate &#039;&#039;&#039;Heat of Battle&#039;&#039;&#039; which automatically grants [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Hidden ==&lt;br /&gt;
&lt;br /&gt;
Various abilities can cause a unit to become hidden.  They all work slightly differently but all share these similarities:&lt;br /&gt;
&lt;br /&gt;
1) They cannot be targeted by the opposition&lt;br /&gt;
&lt;br /&gt;
2) They clear the unit from all enemy overwatch&lt;br /&gt;
&lt;br /&gt;
 Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Ghost (Ghost Armor) = Ghosted: reveals at beginning of turn and on any actions or any enemy within 4 tiles&lt;br /&gt;
&lt;br /&gt;
 Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on any actions&lt;br /&gt;
&lt;br /&gt;
 Psi Fade / Cloak Screen (Hidden Movement) = Psi Fade / Cloak Screen: reveals based on various criteria listed here: [[Other_Abilities_(LWR)#Hidden Movement|&#039;&#039;&#039;Hidden Movement&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 Stealth (Seeker) = Stealth: reveals on non-movement actions, lasts up to 3 turns&lt;br /&gt;
&lt;br /&gt;
If an XCOM unit is &#039;&#039;&#039;revealed&#039;&#039;&#039; it will trigger any inactivated alien pods that are in sight.&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement ==&lt;br /&gt;
&lt;br /&gt;
 Hidden Movement only occurs on &#039;&#039;&#039;Impossible&#039;&#039;&#039; or higher difficulties. &lt;br /&gt;
&lt;br /&gt;
It occurs when only a single pod is revealed where some members of that pod have one of the following abilities: &amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{ Psi Fade (LWR) | text=1 }}{{ Cloak Screen (LWR) | text=1}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As well when all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, aliens may also hide.&lt;br /&gt;
&lt;br /&gt;
If there are less than 4 active aliens all aliens hidden from Psi Fade or Cloak Screen will be revealed at the beginning of their turn. &lt;br /&gt;
&lt;br /&gt;
Aliens with active Psi Fade or Cloak Screen will become revealed again if they:&lt;br /&gt;
* Perform a non-movement action&lt;br /&gt;
* Start their turn in sight of an XCOM unit &lt;br /&gt;
* Have an XCOM unit see them exposed (not protected by cover) within 14 tiles&lt;br /&gt;
* Have an XCOM unit see them within 4 tiles&lt;br /&gt;
* Take any damage&lt;br /&gt;
* Are revealed by a revealing ability/device (e.g. battle scanner)&lt;br /&gt;
&lt;br /&gt;
When hidden, the aliens give audio clues about their location. This helps XCOM find them.&lt;br /&gt;
&lt;br /&gt;
As well, proximity sensors and motion trackers can locate hidden aliens on their radars.&lt;br /&gt;
&lt;br /&gt;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been targeted with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Holo Rounds (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 +1.3 mobility, +10 aim and +20 will&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1450px;&amp;quot;&amp;gt;&lt;br /&gt;
 When protected by cover: +30% cover defense, +15% DR, and immunity to critical hits. Reduces sight radius to 0. Unit cannot become combat ready. Does not trigger reaction fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle / Preoccupied ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention. The opposite of &#039;&#039;&#039;idle&#039;&#039;&#039; is &#039;&#039;&#039;preoccupied&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some abilities require an action to be an &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action. This simply means that the unit is &#039;&#039;&#039;idle&#039;&#039;&#039; (not &#039;&#039;&#039;preoccupied&#039;&#039;&#039;) after the action is executed.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to be &#039;&#039;&#039;preoccupied&#039;&#039;&#039; (and thus, not &#039;&#039;&#039;idle&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1070px;&amp;quot;&amp;gt;&lt;br /&gt;
 Overwatching, steadying, hunkering, suppressing, being suppressed, being in One For All, panicking, being disoriented, being critically wounded, being maimed, strangling, being strangled, psychic storming, orbital raying, enthralling, hiding, being unprepared&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Instance of Damage ==&lt;br /&gt;
&lt;br /&gt;
Whenever a unit takes damage from an attack, it receives an instance of damage tick (hits from shotguns count as 3 instances of damage). The instances of damage reset at the end of each turn.  &lt;br /&gt;
&lt;br /&gt;
These instances affect the following abilities:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Light_.27Em_Up|Light &#039;em Up]], [[Abilities_List_(LWR)#Damage Control|Damage Control]], [[Abilities_List_(LWR)#Unyielding|Unyielding]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And to a lesser extent:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Hit and Run|Hit and Run]], [[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]], [[Abilities_List_(LWR)#Sentry|Sentry]], [[Abilities_List_(LWR)#Taunt|Taunt]], [[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals the &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -45% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit));&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All pistols have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets at or under 4 HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to break enemy &#039;&#039;&#039;overwatch&#039;&#039;&#039; and &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; and have a chance to &#039;&#039;&#039;disorient&#039;&#039;&#039; units equal to the percent of total HP they lost. The chance is tripled against SHIVs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Primary_Weapons|Arc Rifle]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Pistol|Arc Pistol]]&#039;&#039;&#039; have the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or certain other abilities will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
Any other damage still has a chance to clear a unit&#039;s overwatch status equal to:&lt;br /&gt;
 % Chance to Break OW = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
As an example, a unit on overwatch with 20 max base HP and 5 armor HP that took 10 ballistic damage has a 50% chance to have their overwatch broken.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch (teal for XCOM).&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have a 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 2 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking HP damage. Exalt only have a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health and have lost some base HP (30 will test)&lt;br /&gt;
&lt;br /&gt;
== Penetration ==&lt;br /&gt;
&lt;br /&gt;
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after DR is calculated, for every 1 point of penetration the DR is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Units can gain penetration through various perks, weapons, and equipment.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Damage (LWR)#Damage_Calculation|&#039;&#039;&#039;Complete Damage Formula&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Pinpoint Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses 50% of cover defense and 50% of cover damage resistance*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Note that this also lowers the impenetrable cover DR limit by half&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts (uses any ability or moves &amp;gt;1 tile) and &#039;&#039;&#039;the firing unit has a hit chance of 30 or higher&#039;&#039;&#039;.  When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.&lt;br /&gt;
&lt;br /&gt;
Certain actions are quick enough that they won&#039;t trigger reaction fire, this includes:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 320px;&amp;quot;&amp;gt;&lt;br /&gt;
 Hunker Down, Reload, Steady Weapon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suppressive fire (from Suppression) will fire regardless of hit chance or action type.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Opportunist (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from or against units that are hidden (cloaked, ghosted, shadowed, stealthed, or hidden).&lt;br /&gt;
&lt;br /&gt;
All reaction fire that damages a target has a chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Stagger|Stagger]]&#039;&#039;&#039; the target.&lt;br /&gt;
&lt;br /&gt;
Units that are [[Other_Abilities_(LWR)#Dash|&#039;&#039;&#039;Dashing&#039;&#039;&#039;]] will gain a defense bonus against the reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 950px;&amp;quot;&amp;gt;&lt;br /&gt;
 Reduces mobility, aim, will, melee damage, throw range, and rocket accuracy by half the percent of base HP lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
Note that [[Other_Abilities_(LWR)#Base_DR|&#039;&#039;&#039;base DR&#039;&#039;&#039;]] is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a [[Abilities_List_(LWR)#Deflection_Shield|&#039;&#039;&#039;Deflection Shield&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When revealed, the alien pod can also be affected by 1 of 3 states: &#039;&#039;&#039;Prepared&#039;&#039;&#039;, &#039;&#039;&#039;Off Guard&#039;&#039;&#039;, and &#039;&#039;&#039;Unprepared&#039;&#039;&#039;. All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.&lt;br /&gt;
&lt;br /&gt;
====Prepared====&lt;br /&gt;
&lt;br /&gt;
 Aliens enter [[Other_Abilities_(LWR)#Overwatch|&#039;&#039;&#039;Overwatch&#039;&#039;&#039;]] on activation, gain [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]], and possibly other benefits.&lt;br /&gt;
&lt;br /&gt;
The chance for [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] depends on the number of activated aliens and the [[Difficulty_(LWR)#Expectations|&#039;&#039;&#039;Difficulty&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 700px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; |  &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Chance for Prepared&amp;lt;br&amp;gt;[chance with active aliens]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Easy&#039;&#039;&#039; || 0% &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Classic&#039;&#039;&#039; || 25% &amp;lt;br&amp;gt;[0% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Brutal&#039;&#039;&#039; || 50% &amp;lt;br&amp;gt;[20% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Impossible&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[40% for 1 alien active] &amp;lt;br&amp;gt;[20% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Pain&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[for 2 or less aliens active]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will overwatch and gain combat readiness on reveal less if XCOM has less total AP available.&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will not occur on the first turn of any mission.&lt;br /&gt;
&lt;br /&gt;
====Off Guard====&lt;br /&gt;
 Aliens start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be caught off guard if they make the total number of active aliens &#039;&#039;&#039;9 or more&#039;&#039;&#039; (11 for larger missions). Each alien is checked for being Off Guard and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be caught off guard while others might not be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off Guard&#039;&#039;&#039; is intended to simulate the aliens unexpectedly bumping into XCOM.&lt;br /&gt;
&lt;br /&gt;
====Unprepared====&lt;br /&gt;
 Aliens skip their first turn (removed if damaged) and start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be unprepared if they make the total number of active aliens &#039;&#039;&#039;12 or more&#039;&#039;&#039; (14 for larger missions). Each alien is checked for being Unprepared and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be unprepared while others might only be caught off guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unprepared&#039;&#039;&#039; is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.). &lt;br /&gt;
&lt;br /&gt;
Exceptions where XCOM units will not gain &#039;&#039;&#039;Scamper&#039;&#039;&#039;: &lt;br /&gt;
* Non-idle units&lt;br /&gt;
* Units that just used Run and Gun&lt;br /&gt;
* Units that are the last active soldier remaining&lt;br /&gt;
* The unit that activated the aliens (if it was done with a non-movement action)&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shred damage is calculated based off of &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;; so if a unit resists any damage through DR it &#039;&#039;does not&#039;&#039; affect the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
Some plasma weapons can shred only specific types of enemies: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; (Plasma Rifle): shreds biological enemies with &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Berserkers and Chryssalids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; (Plasma Reflex Cannon): shreds enemies with &#039;&#039;&#039;Distortion&#039;&#039;&#039;: Sectoids, Sectoid Commanders and Ethereals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Panzer Shredder&#039;&#039;&#039; (Plasma Battle Rifle): shreds grounded robotic enemies: Mechtoids and Sectopods.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; (Plasma Carbine): shreds flying-capable aliens.&lt;br /&gt;
&lt;br /&gt;
Some explosives (AP Grenades, Javelin Rockets) have the &#039;&#039;&#039;Explosive Shredder&#039;&#039;&#039; perk which allows them to shred enemies at &#039;&#039;&#039;2x&#039;&#039;&#039; the damage dealt as a percent of the target&#039;s max HP.&lt;br /&gt;
&lt;br /&gt;
If a source would apply multiple levels of shred (e.g. a unit with Shredder and Ether Shredder), only the highest level will apply.&lt;br /&gt;
&lt;br /&gt;
There are various perks that modify how shred is applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. It is important to note that the area occupied by smoke is a 3 tile radius cardinally and 2 tile radius diagonally from the center, it is not a sphere and thus the targeting bubble can be misleading on the edges.&lt;br /&gt;
&lt;br /&gt;
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed. Smoke reduces the aim of units within the smoke by 10. &lt;br /&gt;
&lt;br /&gt;
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit&#039;s will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1200px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim, +30 defense, prevents extra crit from exposed, and does not trigger reaction shots -- aim and defense affects psi as well&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; &lt;br /&gt;
{{Combat Drugs (LWR)|text=1}}&lt;br /&gt;
{{Dense Smoke (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to &#039;&#039;&#039;Stagger&#039;&#039;&#039; the target equal to the percent of their Max Base HP they lost.&lt;br /&gt;
&lt;br /&gt;
 % Chance to Stagger = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
 Staggered units lose all remaining APs, their shots [[Other_Abilities_(LWR)#Graze|&#039;&#039;&#039;graze&#039;&#039;&#039;]], and they cannot enter overwatch&lt;br /&gt;
&lt;br /&gt;
Does not effect melee-only units (Chryssalids, Zombies, and Berserkers).&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Double base aim, +15 pen, rocket range +20% and scatter -75%, reaction fire immunity, and halves the impenetrable cover DR limit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +2.0 mobility, +20 aim, +20 will, immunity to fatigued/exhausted; lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to &#039;&#039;&#039;Stun&#039;&#039;&#039; autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun may be lower than 100%. The chance is higher if the target has less HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below 4 HP will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Sublimator ==&lt;br /&gt;
&lt;br /&gt;
Certain plasma weapons have the &#039;&#039;&#039;Sublimator&#039;&#039;&#039; capability which grants +35 pen vs units with the &#039;&#039;&#039;[[Abilities_List_(LWR)#Hardened|Hardened]]&#039;&#039;&#039; perk (+50 pen for weapons with saturation fire) and deals triple damage to [[Abilities_List_(LWR)#Plasma Shield|Plasma Shields]].&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
{{ Suppression (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
At the start of their team&#039;s turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
If the target acts while under suppression the suppression will break with another round of &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039;. Certain actions such as steadying, reloading, hunkering down or skipping turn by gaining combat ready will prevent this damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
Mayhem adds an additional instantaneous round of Suppressive Fire, meaning its possible to fire a total of 3 Suppressive fire barrages to a single uncovered target with 1 use of suppression.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 35% of &#039;&#039;standard shot damage&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Even though &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger).&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit&#039;s turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting.&lt;br /&gt;
{{ Danger Zone (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactical Retreat ==&lt;br /&gt;
&lt;br /&gt;
During most missions, officers you control you can press &#039;Z&#039; to call Big Sky and ask him to perform a &#039;&#039;&#039;Tactical Retreat&#039;&#039;&#039;. If available, Big Sky will proceed to your location within 1-2 turns. At that time, everyone not within 8 tiles of the extraction beacon will become MIA. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are an effective method to withdraw critically wounded units and/or pull out after a mission is successful (e.g. after the bomb is defused).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are not available indoors, if a bomb is active, if exalt towers are active, or if a VIP is being rescued. They are also not available on the following missions: DLC missions, newfoundland mission, and base assaults/defenses.&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125970</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125970"/>
		<updated>2026-01-10T21:51:06Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Instance of Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 50 crit and a 20% chance to hit will only have a 20% chance to crit due to the Accuracy Cap.&lt;br /&gt;
&lt;br /&gt;
== Air Strikes ==&lt;br /&gt;
&lt;br /&gt;
If you are fighting in a country that has some country defense, they may offer the officer on your squad the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The formula to calculate the percent chance a country will offer you an Air Strike is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 220px;&amp;quot;&amp;gt;&lt;br /&gt;
 20 + Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve made the offer, the officer on your squad gets the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;. This can only occur once per mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Strikes&#039;&#039;&#039; will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions.&lt;br /&gt;
&lt;br /&gt;
Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, ..., the last explosion is a 20% chance (about 90% chance in total for at least 1 explosion).&lt;br /&gt;
&lt;br /&gt;
Each explosion deals 3-6 damage + 10% of the target&#039;s max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same mechanic as rocket scatter (6 tiles being the maximum distance, but most explosions will land in a significantly smaller area of around 3 tiles).&lt;br /&gt;
&lt;br /&gt;
Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will likely take damage from multiple explosions.&lt;br /&gt;
&lt;br /&gt;
== Base DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Base Damage Resistance&#039;&#039;&#039; (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to &#039;&#039;&#039;Total DR&#039;&#039;&#039;) will have it reduced as their &#039;&#039;&#039;armor HP&#039;&#039;&#039; declines. Specifically, the percent of base DR removed is equal to the square root of the percent of armor HP lost (for example, with 50% armor HP lost, the base DR is reduced by 25%). &lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost all &#039;&#039;&#039;armor HP&#039;&#039;&#039; and has taken at least 1 point of damage to their &#039;&#039;&#039;base HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). &lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with other forms of &#039;&#039;&#039;Percentage DR&#039;&#039;&#039; to calculate &#039;&#039;&#039;Total DR&#039;&#039;&#039;.  &#039;&#039;&#039;Total DR&#039;&#039;&#039; is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number.&lt;br /&gt;
&lt;br /&gt;
[[File:BaseDRLWR.png]]&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple XCOM soldiers have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn effects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;0.5%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reloads if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +200 aim), and after done, will still be enraged with 2 APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
&lt;br /&gt;
Critical hits have a chance to cause bleeding equal to &#039;&#039;&#039;the percent of total HP the unit lost from the attack&#039;&#039;&#039; (halved if the target has some armor HP left).&lt;br /&gt;
&lt;br /&gt;
Bleeding units receive damage at the end of each turn equal to:&lt;br /&gt;
 Stacks_of_Bleed * (1 + 20% of max base HP)&lt;br /&gt;
&lt;br /&gt;
This only occurs if they have performed an action (except for hunker or combat readiness) that turn.&lt;br /&gt;
&lt;br /&gt;
Bleeding can stack, and each bleed stack doubles, triples, etc. the damage.&lt;br /&gt;
&lt;br /&gt;
Bleeding can be removed by any active heal.&lt;br /&gt;
&lt;br /&gt;
Robotic Units are immune to bleed.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 2-4 turns (turns can be increased with a &#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; or the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod). At the start of each XCOM turn, the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.&lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 470px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10% * (Max_Base_HP - Overkill_Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod will always bleed out the first time their health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 0 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.&lt;br /&gt;
&lt;br /&gt;
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.&lt;br /&gt;
&lt;br /&gt;
If the bleeding out soldier has a medikit, another biosoldier can use it to stabilize or revive them by moving within two tiles and pressing &#039;&#039;&#039;J&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Boosting ==&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, soldiers have the ability to help other units (including SHIVs and MECs) scale heights by boosting.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;boost&#039;&#039;&#039; a unit, hunker two units adjacent to it on both sides. The unit must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will regain any AP they already used so they can act with 2 AP.&lt;br /&gt;
&lt;br /&gt;
[[File:BoostLWR.png]]&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining and is &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle]]&#039;&#039;&#039; it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 +0.6 mobility, +10 aim, +10 will, +5 penetration to all attacks, +25% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -20% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each mission, all XCOM soldiers start with Combat Readiness. It can activate automatically on XCOM through the [[Other_Abilities_(LWR)#Heat_of_Battle|&#039;&#039;&#039;Heat of Battle&#039;&#039;&#039;]] mechanic, especially when XCOM is engaging many enemies. You can also press &amp;quot;J&amp;quot; (see [[New_Hotkeys_(LWR)#Functional|&#039;&#039;&#039;Hotkeys&#039;&#039;&#039;]]) to manually activate the ability on a single soldier (activating Combat Readiness also reveals units within 4 tiles and will not reveal the activating unit if they are hidden). It cannot be activated if the unit is not idle (e.g. suppressed). Combat Readiness wears off at the end of the unit&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
Aliens in [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] enemy pods and enemies that start their turn out of line of sight of XCOM units also have a chance to receive Combat Readiness. &lt;br /&gt;
&lt;br /&gt;
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|&#039;&#039;&#039;Steadied Weapon&#039;&#039;&#039;]] because they can&#039;t see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus.&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 750px;&amp;quot;&amp;gt; &lt;br /&gt;
 1) Clears overwatch &lt;br /&gt;
&lt;br /&gt;
 2) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to the percent of their &#039;&#039;&#039;max base HP&#039;&#039;&#039; they lost to the explosion&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at the start of the turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The easiest way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3).&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both APs to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20%. Thus, a unit that dashes will be able to cover 2.4x its mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 30 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all units (including SHIVs). It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; soldiers as they defuse the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Non-mechanical units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1050px;&amp;quot;&amp;gt;&lt;br /&gt;
 -15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some grenades and other abilities can also cause &#039;&#039;&#039;Disorientation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== End-in-Idle ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action is any action where the unit that performs the action is [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] after the action.  See [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;2%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Can reload for 1 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
- Is immune to countercharge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude than an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative to an enemy&lt;br /&gt;
&lt;br /&gt;
== Exposed ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed&#039;&#039;&#039; units are more vulnerable and shots against them have +50 critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Units not protected by cover are considered &#039;&#039;&#039;Exposed&#039;&#039;&#039;. This also means that any unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; will not be receiving any benefits from their cover. &lt;br /&gt;
&lt;br /&gt;
Flanking a target or destroying its cover is an effective method of &#039;&#039;&#039;Exposing&#039;&#039;&#039; a target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk prevents a unit from being exposed, regardless of cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying&#039;&#039;&#039; units and &#039;&#039;&#039;Non-Hardened&#039;&#039;&#039; units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units.&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each of their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
An ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 9.3, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel, they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Global Abilities ==&lt;br /&gt;
&lt;br /&gt;
There are a few abilities that do not require line of sight in order to attack enemies, these include: Psychic Storm (Sectoids, Sectoid Commanders, and Ethereals), Mortar Barrage (Mechtoids and Sectopods), Orbital Ray (Drones), and Air Strike (XCOM Commanders).&lt;br /&gt;
&lt;br /&gt;
Aliens will only use a global ability if they have previously seen an XCOM unit or are a Champion unit.&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors have a grappling hook and gain the &#039;&#039;&#039;Grapple&#039;&#039;&#039; ability. Using the Grapple costs 0 AP and can propel the soldier up to 15 tiles clearing the soldier from all Overwatch. Each armor with the grapple ability has a single use (except for the [[Armor_(LWR)#Light_Armor|&#039;&#039;&#039;Ghost Armor&#039;&#039;&#039;]] which grants 3 uses).&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a &#039;&#039;target modifier&#039;&#039; in the damage calculation process).&lt;br /&gt;
&lt;br /&gt;
Some abilities turn shots into grazes and some any damage into grazes.&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as they hack the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Healing Fatigue ==&lt;br /&gt;
&lt;br /&gt;
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.&lt;br /&gt;
&lt;br /&gt;
== Heat of Battle ==&lt;br /&gt;
&lt;br /&gt;
For every enemy in vision at the end of an XCOM soldier&#039;s turn, there is a 5% chance to activate &#039;&#039;&#039;Heat of Battle&#039;&#039;&#039; which automatically grants [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Hidden ==&lt;br /&gt;
&lt;br /&gt;
Various abilities can cause a unit to become hidden.  They all work slightly differently but all share these similarities:&lt;br /&gt;
&lt;br /&gt;
1) They cannot be targeted by the opposition&lt;br /&gt;
&lt;br /&gt;
2) They clear the unit from all enemy overwatch&lt;br /&gt;
&lt;br /&gt;
 Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Ghost (Ghost Armor) = Ghosted: reveals at beginning of turn and on any actions or any enemy within 4 tiles&lt;br /&gt;
&lt;br /&gt;
 Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on any actions&lt;br /&gt;
&lt;br /&gt;
 Psi Fade / Cloak Screen (Hidden Movement) = Psi Fade / Cloak Screen: reveals based on various criteria listed here: [[Other_Abilities_(LWR)#Hidden Movement|&#039;&#039;&#039;Hidden Movement&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 Stealth (Seeker) = Stealth: reveals on non-movement actions, lasts up to 3 turns&lt;br /&gt;
&lt;br /&gt;
If an XCOM unit is &#039;&#039;&#039;revealed&#039;&#039;&#039; it will trigger any inactivated alien pods that are in sight.&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement ==&lt;br /&gt;
&lt;br /&gt;
 Hidden Movement only occurs on &#039;&#039;&#039;Impossible&#039;&#039;&#039; or higher difficulties. &lt;br /&gt;
&lt;br /&gt;
It occurs when only a single pod is revealed where some members of that pod have one of the following abilities: &amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{ Psi Fade (LWR) | text=1 }}{{ Cloak Screen (LWR) | text=1}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As well when all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, aliens may also hide.&lt;br /&gt;
&lt;br /&gt;
If there are less than 4 active aliens all aliens hidden from Psi Fade or Cloak Screen will be revealed at the beginning of their turn. &lt;br /&gt;
&lt;br /&gt;
Aliens with active Psi Fade or Cloak Screen will become revealed again if they:&lt;br /&gt;
* Perform a non-movement action&lt;br /&gt;
* Start their turn in sight of an XCOM unit &lt;br /&gt;
* Have an XCOM unit see them exposed (not protected by cover) within 14 tiles&lt;br /&gt;
* Have an XCOM unit see them within 4 tiles&lt;br /&gt;
* Take any damage&lt;br /&gt;
* Are revealed by a revealing ability/device (e.g. battle scanner)&lt;br /&gt;
&lt;br /&gt;
When hidden, the aliens give audio clues about their location. This helps XCOM find them.&lt;br /&gt;
&lt;br /&gt;
As well, proximity sensors and motion trackers can locate hidden aliens on their radars.&lt;br /&gt;
&lt;br /&gt;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been targeted with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Holo Rounds (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 +1.3 mobility, +10 aim and +20 will&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1450px;&amp;quot;&amp;gt;&lt;br /&gt;
 When protected by cover: +30% cover defense, +15% DR, and immunity to critical hits. Reduces sight radius to 0. Unit cannot become combat ready. Does not trigger reaction fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle / Preoccupied ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention. The opposite of &#039;&#039;&#039;idle&#039;&#039;&#039; is &#039;&#039;&#039;preoccupied&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some abilities require an action to be an &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action. This simply means that the unit is &#039;&#039;&#039;idle&#039;&#039;&#039; (not &#039;&#039;&#039;preoccupied&#039;&#039;&#039;) after the action is executed.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to be &#039;&#039;&#039;preoccupied&#039;&#039;&#039; (and thus, not &#039;&#039;&#039;idle&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1070px;&amp;quot;&amp;gt;&lt;br /&gt;
 Overwatching, steadying, hunkering, suppressing, being suppressed, being in One For All, panicking, being disoriented, being critically wounded, being maimed, strangling, being strangled, psychic storming, orbital raying, enthralling, hiding, being unprepared&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Instance of Damage ==&lt;br /&gt;
&lt;br /&gt;
Whenever a unit takes damage from an attack, it receives an instance of damage tick (hits from shotguns count as 3 instances of damage). The instances of damage reset at the end of each turn.  &lt;br /&gt;
&lt;br /&gt;
These instances affect the following abilities:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Light_.27Em_Up|Light &#039;em Up]], [[Abilities_List_(LWR)#Damage Control|Damage Control]], [[Abilities_List_(LWR)#Unyielding|Unyielding]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And to a lesser extent:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Hit and Run|Hit and Run]], [[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]], [[Abilities_List_(LWR)#Sentry|Sentry]], [[Abilities_List_(LWR)#Taunt|Taunt]], [[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals the &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -45% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit));&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All pistols have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets at or under 4 HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to break enemy &#039;&#039;&#039;overwatch&#039;&#039;&#039; and &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; and have a chance to &#039;&#039;&#039;disorient&#039;&#039;&#039; units equal to the percent of total HP they lost. The chance is tripled against SHIVs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Primary_Weapons|Arc Rifle]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Pistol|Arc Pistol]]&#039;&#039;&#039; have the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or certain other abilities will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
Any other damage still has a chance to clear a unit&#039;s overwatch status equal to:&lt;br /&gt;
 % Chance to Break OW = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
As an example, a unit on overwatch with 20 max base HP and 5 armor HP that took 10 ballistic damage has a 50% chance to have their overwatch broken.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch (teal for XCOM).&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have a 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 2 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking HP damage. Exalt only have a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health and have lost some base HP (30 will test)&lt;br /&gt;
&lt;br /&gt;
== Penetration ==&lt;br /&gt;
&lt;br /&gt;
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after DR is calculated, for every 1 point of penetration the DR is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Units can gain penetration through various perks, weapons, and equipment.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Damage (LWR)#Damage_Calculation|&#039;&#039;&#039;Complete Damage Formula&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Pinpoint Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses 50% of cover defense and 50% of cover damage resistance*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Note that this also lowers the impenetrable cover DR limit by half&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts (uses any ability or moves &amp;gt;1 tile) and &#039;&#039;&#039;the firing unit has a hit chance of 30 or higher&#039;&#039;&#039;.  When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.&lt;br /&gt;
&lt;br /&gt;
Certain actions are quick enough that they won&#039;t trigger reaction fire, this includes:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 320px;&amp;quot;&amp;gt;&lt;br /&gt;
 Hunker Down, Reload, Steady Weapon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suppressive fire (from Suppression) will fire regardless of hit chance or action type.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Opportunist (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from or against units that are hidden (cloaked, ghosted, shadowed, stealthed, or hidden).&lt;br /&gt;
&lt;br /&gt;
All reaction fire that damages a target has a chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Stagger|Stagger]]&#039;&#039;&#039; the target.&lt;br /&gt;
&lt;br /&gt;
Units that are [[Other_Abilities_(LWR)#Dash|&#039;&#039;&#039;Dashing&#039;&#039;&#039;]] will gain a defense bonus against the reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 950px;&amp;quot;&amp;gt;&lt;br /&gt;
 Reduces mobility, aim, will, melee damage, throw range, and rocket accuracy by half the percent of base HP lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
Note that [[Other_Abilities_(LWR)#Base_DR|&#039;&#039;&#039;base DR&#039;&#039;&#039;]] is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a [[Abilities_List_(LWR)#Deflection_Shield|&#039;&#039;&#039;Deflection Shield&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When revealed, the alien pod can also be affected by 1 of 3 states: &#039;&#039;&#039;Prepared&#039;&#039;&#039;, &#039;&#039;&#039;Off Guard&#039;&#039;&#039;, and &#039;&#039;&#039;Unprepared&#039;&#039;&#039;. All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.&lt;br /&gt;
&lt;br /&gt;
====Prepared====&lt;br /&gt;
&lt;br /&gt;
 Aliens enter [[Other_Abilities_(LWR)#Overwatch|&#039;&#039;&#039;Overwatch&#039;&#039;&#039;]] on activation, gain [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]], and possibly other benefits.&lt;br /&gt;
&lt;br /&gt;
The chance for [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] depends on the number of activated aliens and the [[Difficulty_(LWR)#Expectations|&#039;&#039;&#039;Difficulty&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 700px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; |  &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Chance for Prepared&amp;lt;br&amp;gt;[chance with active aliens]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Easy&#039;&#039;&#039; || 0% &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Classic&#039;&#039;&#039; || 25% &amp;lt;br&amp;gt;[0% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Brutal&#039;&#039;&#039; || 50% &amp;lt;br&amp;gt;[20% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Impossible&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[40% for 1 alien active] &amp;lt;br&amp;gt;[20% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Pain&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[for 2 or less aliens active]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will overwatch and gain combat readiness on reveal less if XCOM has less total AP available.&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will not occur on the first turn of any mission.&lt;br /&gt;
&lt;br /&gt;
====Off Guard====&lt;br /&gt;
 Aliens start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be caught off guard if they make the total number of active aliens &#039;&#039;&#039;9 or more&#039;&#039;&#039; (11 for larger missions). Each alien is checked for being Off Guard and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be caught off guard while others might not be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off Guard&#039;&#039;&#039; is intended to simulate the aliens unexpectedly bumping into XCOM.&lt;br /&gt;
&lt;br /&gt;
====Unprepared====&lt;br /&gt;
 Aliens skip their first turn (removed if damaged) and start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be unprepared if they make the total number of active aliens &#039;&#039;&#039;12 or more&#039;&#039;&#039; (14 for larger missions). Each alien is checked for being Unprepared and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be unprepared while others might only be caught off guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unprepared&#039;&#039;&#039; is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.). &lt;br /&gt;
&lt;br /&gt;
Exceptions where XCOM units will not gain &#039;&#039;&#039;Scamper&#039;&#039;&#039;: &lt;br /&gt;
* Non-idle units&lt;br /&gt;
* Units that just used Run and Gun&lt;br /&gt;
* Units that are the last active soldier remaining&lt;br /&gt;
* The unit that activated the aliens (if it was done with a non-movement action)&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This only occurs if the damage is dealt on the same turn as damage dealer (i.e. does not work with reaction fire and other shots that occur during the enemy&#039;s turn). &lt;br /&gt;
&lt;br /&gt;
Additional shred damage is calculated based off of &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;; so if a unit resists any damage through DR it &#039;&#039;does not&#039;&#039; affect the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
Some plasma weapons can shred only specific types of enemies: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; (Plasma Rifle): shreds biological enemies with &#039;&#039;&#039;Hardened&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; (Plasma Reflex Cannon): shreds Sectoids, Sectoid Commanders and Ethereals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Panzer Shredder&#039;&#039;&#039; (Plasma Battle Rifle): shreds grounded robotic enemies only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; (Plasma Carbine): shreds flying-capable aliens.&lt;br /&gt;
&lt;br /&gt;
Some explosives (AP Grenades, Javelin Rockets) have the &#039;&#039;&#039;Explosive Shredder&#039;&#039;&#039; perk which allows them to shred enemies at &#039;&#039;&#039;2x&#039;&#039;&#039; the damage dealt as a percent of the target&#039;s max HP.&lt;br /&gt;
&lt;br /&gt;
If a source would apply multiple levels of shred (e.g. a unit with Shredder and Ether Shredder), only the highest level will apply.&lt;br /&gt;
&lt;br /&gt;
There are various perks that modify how shred is applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mayhem (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. It is important to note that the area occupied by smoke is a 3 tile radius cardinally and 2 tile radius diagonally from the center, it is not a sphere and thus the targeting bubble can be misleading on the edges.&lt;br /&gt;
&lt;br /&gt;
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed. Smoke reduces the aim of units within the smoke by 10. &lt;br /&gt;
&lt;br /&gt;
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit&#039;s will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1200px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim, +30 defense, prevents extra crit from exposed, and does not trigger reaction shots -- aim and defense affects psi as well&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; &lt;br /&gt;
{{Combat Drugs (LWR)|text=1}}&lt;br /&gt;
{{Dense Smoke (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to &#039;&#039;&#039;Stagger&#039;&#039;&#039; the target equal to the percent of their Max Base HP they lost.&lt;br /&gt;
&lt;br /&gt;
 % Chance to Stagger = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
 Staggered units lose all remaining APs, their shots [[Other_Abilities_(LWR)#Graze|&#039;&#039;&#039;graze&#039;&#039;&#039;]], and they cannot enter overwatch&lt;br /&gt;
&lt;br /&gt;
Does not effect melee-only units (Chryssalids, Zombies, and Berserkers).&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Double base aim, +15 pen, rocket range +20% and scatter -75%, reaction fire immunity, and halves the impenetrable cover DR limit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +2.0 mobility, +20 aim, +20 will, immunity to fatigued/exhausted; lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to &#039;&#039;&#039;Stun&#039;&#039;&#039; autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun may be lower than 100%. The chance is higher if the target has less HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below 4 HP will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Sublimator ==&lt;br /&gt;
&lt;br /&gt;
Certain plasma weapons have the &#039;&#039;&#039;Sublimator&#039;&#039;&#039; capability which grants +35 pen vs units with the &#039;&#039;&#039;[[Abilities_List_(LWR)#Hardened|Hardened]]&#039;&#039;&#039; perk (+50 pen for weapons with saturation fire) and deals triple damage to [[Abilities_List_(LWR)#Plasma Shield|Plasma Shields]].&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
{{ Suppression (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
At the start of their team&#039;s turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
If the target acts while under suppression the suppression will break with another round of &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039;. Certain actions such as steadying, reloading, hunkering down or skipping turn by gaining combat ready will prevent this damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
Mayhem adds an additional instantaneous round of Suppressive Fire, meaning its possible to fire a total of 3 Suppressive fire barrages to a single uncovered target with 1 use of suppression.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 35% of &#039;&#039;standard shot damage&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Even though &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger).&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit&#039;s turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting.&lt;br /&gt;
{{ Danger Zone (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactical Retreat ==&lt;br /&gt;
&lt;br /&gt;
During most missions, officers you control you can press &#039;Z&#039; to call Big Sky and ask him to perform a &#039;&#039;&#039;Tactical Retreat&#039;&#039;&#039;. If available, Big Sky will proceed to your location within 1-2 turns. At that time, everyone not within 8 tiles of the extraction beacon will become MIA. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are an effective method to withdraw critically wounded units and/or pull out after a mission is successful (e.g. after the bomb is defused).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are not available indoors, if a bomb is active, if exalt towers are active, or if a VIP is being rescued. They are also not available on the following missions: DLC missions, newfoundland mission, and base assaults/defenses.&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125969</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125969"/>
		<updated>2026-01-10T21:49:22Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Holo Targeted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 50 crit and a 20% chance to hit will only have a 20% chance to crit due to the Accuracy Cap.&lt;br /&gt;
&lt;br /&gt;
== Air Strikes ==&lt;br /&gt;
&lt;br /&gt;
If you are fighting in a country that has some country defense, they may offer the officer on your squad the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The formula to calculate the percent chance a country will offer you an Air Strike is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 220px;&amp;quot;&amp;gt;&lt;br /&gt;
 20 + Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve made the offer, the officer on your squad gets the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;. This can only occur once per mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Strikes&#039;&#039;&#039; will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions.&lt;br /&gt;
&lt;br /&gt;
Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, ..., the last explosion is a 20% chance (about 90% chance in total for at least 1 explosion).&lt;br /&gt;
&lt;br /&gt;
Each explosion deals 3-6 damage + 10% of the target&#039;s max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same mechanic as rocket scatter (6 tiles being the maximum distance, but most explosions will land in a significantly smaller area of around 3 tiles).&lt;br /&gt;
&lt;br /&gt;
Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will likely take damage from multiple explosions.&lt;br /&gt;
&lt;br /&gt;
== Base DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Base Damage Resistance&#039;&#039;&#039; (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to &#039;&#039;&#039;Total DR&#039;&#039;&#039;) will have it reduced as their &#039;&#039;&#039;armor HP&#039;&#039;&#039; declines. Specifically, the percent of base DR removed is equal to the square root of the percent of armor HP lost (for example, with 50% armor HP lost, the base DR is reduced by 25%). &lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost all &#039;&#039;&#039;armor HP&#039;&#039;&#039; and has taken at least 1 point of damage to their &#039;&#039;&#039;base HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). &lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with other forms of &#039;&#039;&#039;Percentage DR&#039;&#039;&#039; to calculate &#039;&#039;&#039;Total DR&#039;&#039;&#039;.  &#039;&#039;&#039;Total DR&#039;&#039;&#039; is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number.&lt;br /&gt;
&lt;br /&gt;
[[File:BaseDRLWR.png]]&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple XCOM soldiers have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn effects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;0.5%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reloads if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +200 aim), and after done, will still be enraged with 2 APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
&lt;br /&gt;
Critical hits have a chance to cause bleeding equal to &#039;&#039;&#039;the percent of total HP the unit lost from the attack&#039;&#039;&#039; (halved if the target has some armor HP left).&lt;br /&gt;
&lt;br /&gt;
Bleeding units receive damage at the end of each turn equal to:&lt;br /&gt;
 Stacks_of_Bleed * (1 + 20% of max base HP)&lt;br /&gt;
&lt;br /&gt;
This only occurs if they have performed an action (except for hunker or combat readiness) that turn.&lt;br /&gt;
&lt;br /&gt;
Bleeding can stack, and each bleed stack doubles, triples, etc. the damage.&lt;br /&gt;
&lt;br /&gt;
Bleeding can be removed by any active heal.&lt;br /&gt;
&lt;br /&gt;
Robotic Units are immune to bleed.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 2-4 turns (turns can be increased with a &#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; or the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod). At the start of each XCOM turn, the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.&lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 470px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10% * (Max_Base_HP - Overkill_Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod will always bleed out the first time their health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 0 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.&lt;br /&gt;
&lt;br /&gt;
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.&lt;br /&gt;
&lt;br /&gt;
If the bleeding out soldier has a medikit, another biosoldier can use it to stabilize or revive them by moving within two tiles and pressing &#039;&#039;&#039;J&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Boosting ==&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, soldiers have the ability to help other units (including SHIVs and MECs) scale heights by boosting.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;boost&#039;&#039;&#039; a unit, hunker two units adjacent to it on both sides. The unit must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will regain any AP they already used so they can act with 2 AP.&lt;br /&gt;
&lt;br /&gt;
[[File:BoostLWR.png]]&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining and is &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle]]&#039;&#039;&#039; it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 +0.6 mobility, +10 aim, +10 will, +5 penetration to all attacks, +25% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -20% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each mission, all XCOM soldiers start with Combat Readiness. It can activate automatically on XCOM through the [[Other_Abilities_(LWR)#Heat_of_Battle|&#039;&#039;&#039;Heat of Battle&#039;&#039;&#039;]] mechanic, especially when XCOM is engaging many enemies. You can also press &amp;quot;J&amp;quot; (see [[New_Hotkeys_(LWR)#Functional|&#039;&#039;&#039;Hotkeys&#039;&#039;&#039;]]) to manually activate the ability on a single soldier (activating Combat Readiness also reveals units within 4 tiles and will not reveal the activating unit if they are hidden). It cannot be activated if the unit is not idle (e.g. suppressed). Combat Readiness wears off at the end of the unit&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
Aliens in [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] enemy pods and enemies that start their turn out of line of sight of XCOM units also have a chance to receive Combat Readiness. &lt;br /&gt;
&lt;br /&gt;
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|&#039;&#039;&#039;Steadied Weapon&#039;&#039;&#039;]] because they can&#039;t see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus.&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 750px;&amp;quot;&amp;gt; &lt;br /&gt;
 1) Clears overwatch &lt;br /&gt;
&lt;br /&gt;
 2) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to the percent of their &#039;&#039;&#039;max base HP&#039;&#039;&#039; they lost to the explosion&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at the start of the turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The easiest way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3).&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both APs to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20%. Thus, a unit that dashes will be able to cover 2.4x its mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 30 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all units (including SHIVs). It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; soldiers as they defuse the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Non-mechanical units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1050px;&amp;quot;&amp;gt;&lt;br /&gt;
 -15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some grenades and other abilities can also cause &#039;&#039;&#039;Disorientation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== End-in-Idle ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action is any action where the unit that performs the action is [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] after the action.  See [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;2%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Can reload for 1 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
- Is immune to countercharge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude than an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative to an enemy&lt;br /&gt;
&lt;br /&gt;
== Exposed ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed&#039;&#039;&#039; units are more vulnerable and shots against them have +50 critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Units not protected by cover are considered &#039;&#039;&#039;Exposed&#039;&#039;&#039;. This also means that any unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; will not be receiving any benefits from their cover. &lt;br /&gt;
&lt;br /&gt;
Flanking a target or destroying its cover is an effective method of &#039;&#039;&#039;Exposing&#039;&#039;&#039; a target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk prevents a unit from being exposed, regardless of cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying&#039;&#039;&#039; units and &#039;&#039;&#039;Non-Hardened&#039;&#039;&#039; units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units.&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each of their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
An ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 9.3, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel, they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Global Abilities ==&lt;br /&gt;
&lt;br /&gt;
There are a few abilities that do not require line of sight in order to attack enemies, these include: Psychic Storm (Sectoids, Sectoid Commanders, and Ethereals), Mortar Barrage (Mechtoids and Sectopods), Orbital Ray (Drones), and Air Strike (XCOM Commanders).&lt;br /&gt;
&lt;br /&gt;
Aliens will only use a global ability if they have previously seen an XCOM unit or are a Champion unit.&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors have a grappling hook and gain the &#039;&#039;&#039;Grapple&#039;&#039;&#039; ability. Using the Grapple costs 0 AP and can propel the soldier up to 15 tiles clearing the soldier from all Overwatch. Each armor with the grapple ability has a single use (except for the [[Armor_(LWR)#Light_Armor|&#039;&#039;&#039;Ghost Armor&#039;&#039;&#039;]] which grants 3 uses).&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a &#039;&#039;target modifier&#039;&#039; in the damage calculation process).&lt;br /&gt;
&lt;br /&gt;
Some abilities turn shots into grazes and some any damage into grazes.&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as they hack the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Healing Fatigue ==&lt;br /&gt;
&lt;br /&gt;
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.&lt;br /&gt;
&lt;br /&gt;
== Heat of Battle ==&lt;br /&gt;
&lt;br /&gt;
For every enemy in vision at the end of an XCOM soldier&#039;s turn, there is a 5% chance to activate &#039;&#039;&#039;Heat of Battle&#039;&#039;&#039; which automatically grants [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Hidden ==&lt;br /&gt;
&lt;br /&gt;
Various abilities can cause a unit to become hidden.  They all work slightly differently but all share these similarities:&lt;br /&gt;
&lt;br /&gt;
1) They cannot be targeted by the opposition&lt;br /&gt;
&lt;br /&gt;
2) They clear the unit from all enemy overwatch&lt;br /&gt;
&lt;br /&gt;
 Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Ghost (Ghost Armor) = Ghosted: reveals at beginning of turn and on any actions or any enemy within 4 tiles&lt;br /&gt;
&lt;br /&gt;
 Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on any actions&lt;br /&gt;
&lt;br /&gt;
 Psi Fade / Cloak Screen (Hidden Movement) = Psi Fade / Cloak Screen: reveals based on various criteria listed here: [[Other_Abilities_(LWR)#Hidden Movement|&#039;&#039;&#039;Hidden Movement&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 Stealth (Seeker) = Stealth: reveals on non-movement actions, lasts up to 3 turns&lt;br /&gt;
&lt;br /&gt;
If an XCOM unit is &#039;&#039;&#039;revealed&#039;&#039;&#039; it will trigger any inactivated alien pods that are in sight.&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement ==&lt;br /&gt;
&lt;br /&gt;
 Hidden Movement only occurs on &#039;&#039;&#039;Impossible&#039;&#039;&#039; or higher difficulties. &lt;br /&gt;
&lt;br /&gt;
It occurs when only a single pod is revealed where some members of that pod have one of the following abilities: &amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{ Psi Fade (LWR) | text=1 }}{{ Cloak Screen (LWR) | text=1}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As well when all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, aliens may also hide.&lt;br /&gt;
&lt;br /&gt;
If there are less than 4 active aliens all aliens hidden from Psi Fade or Cloak Screen will be revealed at the beginning of their turn. &lt;br /&gt;
&lt;br /&gt;
Aliens with active Psi Fade or Cloak Screen will become revealed again if they:&lt;br /&gt;
* Perform a non-movement action&lt;br /&gt;
* Start their turn in sight of an XCOM unit &lt;br /&gt;
* Have an XCOM unit see them exposed (not protected by cover) within 14 tiles&lt;br /&gt;
* Have an XCOM unit see them within 4 tiles&lt;br /&gt;
* Take any damage&lt;br /&gt;
* Are revealed by a revealing ability/device (e.g. battle scanner)&lt;br /&gt;
&lt;br /&gt;
When hidden, the aliens give audio clues about their location. This helps XCOM find them.&lt;br /&gt;
&lt;br /&gt;
As well, proximity sensors and motion trackers can locate hidden aliens on their radars.&lt;br /&gt;
&lt;br /&gt;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been targeted with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Holo Rounds (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 +1.3 mobility, +10 aim and +20 will&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1450px;&amp;quot;&amp;gt;&lt;br /&gt;
 When protected by cover: +30% cover defense, +15% DR, and immunity to critical hits. Reduces sight radius to 0. Unit cannot become combat ready. Does not trigger reaction fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle / Preoccupied ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention. The opposite of &#039;&#039;&#039;idle&#039;&#039;&#039; is &#039;&#039;&#039;preoccupied&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some abilities require an action to be an &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action. This simply means that the unit is &#039;&#039;&#039;idle&#039;&#039;&#039; (not &#039;&#039;&#039;preoccupied&#039;&#039;&#039;) after the action is executed.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to be &#039;&#039;&#039;preoccupied&#039;&#039;&#039; (and thus, not &#039;&#039;&#039;idle&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1070px;&amp;quot;&amp;gt;&lt;br /&gt;
 Overwatching, steadying, hunkering, suppressing, being suppressed, being in One For All, panicking, being disoriented, being critically wounded, being maimed, strangling, being strangled, psychic storming, orbital raying, enthralling, hiding, being unprepared&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Instance of Damage ==&lt;br /&gt;
&lt;br /&gt;
Whenever a unit takes damage from an attack, it receives an instance of damage tick (hits from shotguns count as 3 instances of damage). The instances of damage reset at the end of each turn.  &lt;br /&gt;
&lt;br /&gt;
These instances affect the following abilities:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Light_.27Em_Up|Light &#039;em Up]], [[Abilities_List_(LWR)#Damage Control|Damage Control]], [[Abilities_List_(LWR)#Unyielding|Unyielding]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And to a lesser extent:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Hit and Run|Hit and Run]], [[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]], [[Abilities_List_(LWR)#Taunt|Taunt]], [[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals the &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -45% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit));&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All pistols have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets at or under 4 HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to break enemy &#039;&#039;&#039;overwatch&#039;&#039;&#039; and &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; and have a chance to &#039;&#039;&#039;disorient&#039;&#039;&#039; units equal to the percent of total HP they lost. The chance is tripled against SHIVs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Primary_Weapons|Arc Rifle]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Pistol|Arc Pistol]]&#039;&#039;&#039; have the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or certain other abilities will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
Any other damage still has a chance to clear a unit&#039;s overwatch status equal to:&lt;br /&gt;
 % Chance to Break OW = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
As an example, a unit on overwatch with 20 max base HP and 5 armor HP that took 10 ballistic damage has a 50% chance to have their overwatch broken.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch (teal for XCOM).&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have a 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 2 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking HP damage. Exalt only have a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health and have lost some base HP (30 will test)&lt;br /&gt;
&lt;br /&gt;
== Penetration ==&lt;br /&gt;
&lt;br /&gt;
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after DR is calculated, for every 1 point of penetration the DR is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Units can gain penetration through various perks, weapons, and equipment.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Damage (LWR)#Damage_Calculation|&#039;&#039;&#039;Complete Damage Formula&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Pinpoint Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses 50% of cover defense and 50% of cover damage resistance*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Note that this also lowers the impenetrable cover DR limit by half&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts (uses any ability or moves &amp;gt;1 tile) and &#039;&#039;&#039;the firing unit has a hit chance of 30 or higher&#039;&#039;&#039;.  When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.&lt;br /&gt;
&lt;br /&gt;
Certain actions are quick enough that they won&#039;t trigger reaction fire, this includes:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 320px;&amp;quot;&amp;gt;&lt;br /&gt;
 Hunker Down, Reload, Steady Weapon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suppressive fire (from Suppression) will fire regardless of hit chance or action type.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Opportunist (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from or against units that are hidden (cloaked, ghosted, shadowed, stealthed, or hidden).&lt;br /&gt;
&lt;br /&gt;
All reaction fire that damages a target has a chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Stagger|Stagger]]&#039;&#039;&#039; the target.&lt;br /&gt;
&lt;br /&gt;
Units that are [[Other_Abilities_(LWR)#Dash|&#039;&#039;&#039;Dashing&#039;&#039;&#039;]] will gain a defense bonus against the reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 950px;&amp;quot;&amp;gt;&lt;br /&gt;
 Reduces mobility, aim, will, melee damage, throw range, and rocket accuracy by half the percent of base HP lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
Note that [[Other_Abilities_(LWR)#Base_DR|&#039;&#039;&#039;base DR&#039;&#039;&#039;]] is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a [[Abilities_List_(LWR)#Deflection_Shield|&#039;&#039;&#039;Deflection Shield&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When revealed, the alien pod can also be affected by 1 of 3 states: &#039;&#039;&#039;Prepared&#039;&#039;&#039;, &#039;&#039;&#039;Off Guard&#039;&#039;&#039;, and &#039;&#039;&#039;Unprepared&#039;&#039;&#039;. All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.&lt;br /&gt;
&lt;br /&gt;
====Prepared====&lt;br /&gt;
&lt;br /&gt;
 Aliens enter [[Other_Abilities_(LWR)#Overwatch|&#039;&#039;&#039;Overwatch&#039;&#039;&#039;]] on activation, gain [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]], and possibly other benefits.&lt;br /&gt;
&lt;br /&gt;
The chance for [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] depends on the number of activated aliens and the [[Difficulty_(LWR)#Expectations|&#039;&#039;&#039;Difficulty&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 700px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; |  &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Chance for Prepared&amp;lt;br&amp;gt;[chance with active aliens]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Easy&#039;&#039;&#039; || 0% &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Classic&#039;&#039;&#039; || 25% &amp;lt;br&amp;gt;[0% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Brutal&#039;&#039;&#039; || 50% &amp;lt;br&amp;gt;[20% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Impossible&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[40% for 1 alien active] &amp;lt;br&amp;gt;[20% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Pain&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[for 2 or less aliens active]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will overwatch and gain combat readiness on reveal less if XCOM has less total AP available.&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will not occur on the first turn of any mission.&lt;br /&gt;
&lt;br /&gt;
====Off Guard====&lt;br /&gt;
 Aliens start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be caught off guard if they make the total number of active aliens &#039;&#039;&#039;9 or more&#039;&#039;&#039; (11 for larger missions). Each alien is checked for being Off Guard and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be caught off guard while others might not be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off Guard&#039;&#039;&#039; is intended to simulate the aliens unexpectedly bumping into XCOM.&lt;br /&gt;
&lt;br /&gt;
====Unprepared====&lt;br /&gt;
 Aliens skip their first turn (removed if damaged) and start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be unprepared if they make the total number of active aliens &#039;&#039;&#039;12 or more&#039;&#039;&#039; (14 for larger missions). Each alien is checked for being Unprepared and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be unprepared while others might only be caught off guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unprepared&#039;&#039;&#039; is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.). &lt;br /&gt;
&lt;br /&gt;
Exceptions where XCOM units will not gain &#039;&#039;&#039;Scamper&#039;&#039;&#039;: &lt;br /&gt;
* Non-idle units&lt;br /&gt;
* Units that just used Run and Gun&lt;br /&gt;
* Units that are the last active soldier remaining&lt;br /&gt;
* The unit that activated the aliens (if it was done with a non-movement action)&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This only occurs if the damage is dealt on the same turn as damage dealer (i.e. does not work with reaction fire and other shots that occur during the enemy&#039;s turn). &lt;br /&gt;
&lt;br /&gt;
Additional shred damage is calculated based off of &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;; so if a unit resists any damage through DR it &#039;&#039;does not&#039;&#039; affect the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
Some plasma weapons can shred only specific types of enemies: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; (Plasma Rifle): shreds biological enemies with &#039;&#039;&#039;Hardened&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; (Plasma Reflex Cannon): shreds Sectoids, Sectoid Commanders and Ethereals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Panzer Shredder&#039;&#039;&#039; (Plasma Battle Rifle): shreds grounded robotic enemies only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; (Plasma Carbine): shreds flying-capable aliens.&lt;br /&gt;
&lt;br /&gt;
Some explosives (AP Grenades, Javelin Rockets) have the &#039;&#039;&#039;Explosive Shredder&#039;&#039;&#039; perk which allows them to shred enemies at &#039;&#039;&#039;2x&#039;&#039;&#039; the damage dealt as a percent of the target&#039;s max HP.&lt;br /&gt;
&lt;br /&gt;
If a source would apply multiple levels of shred (e.g. a unit with Shredder and Ether Shredder), only the highest level will apply.&lt;br /&gt;
&lt;br /&gt;
There are various perks that modify how shred is applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mayhem (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. It is important to note that the area occupied by smoke is a 3 tile radius cardinally and 2 tile radius diagonally from the center, it is not a sphere and thus the targeting bubble can be misleading on the edges.&lt;br /&gt;
&lt;br /&gt;
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed. Smoke reduces the aim of units within the smoke by 10. &lt;br /&gt;
&lt;br /&gt;
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit&#039;s will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1200px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim, +30 defense, prevents extra crit from exposed, and does not trigger reaction shots -- aim and defense affects psi as well&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; &lt;br /&gt;
{{Combat Drugs (LWR)|text=1}}&lt;br /&gt;
{{Dense Smoke (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to &#039;&#039;&#039;Stagger&#039;&#039;&#039; the target equal to the percent of their Max Base HP they lost.&lt;br /&gt;
&lt;br /&gt;
 % Chance to Stagger = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
 Staggered units lose all remaining APs, their shots [[Other_Abilities_(LWR)#Graze|&#039;&#039;&#039;graze&#039;&#039;&#039;]], and they cannot enter overwatch&lt;br /&gt;
&lt;br /&gt;
Does not effect melee-only units (Chryssalids, Zombies, and Berserkers).&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Double base aim, +15 pen, rocket range +20% and scatter -75%, reaction fire immunity, and halves the impenetrable cover DR limit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +2.0 mobility, +20 aim, +20 will, immunity to fatigued/exhausted; lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to &#039;&#039;&#039;Stun&#039;&#039;&#039; autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun may be lower than 100%. The chance is higher if the target has less HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below 4 HP will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Sublimator ==&lt;br /&gt;
&lt;br /&gt;
Certain plasma weapons have the &#039;&#039;&#039;Sublimator&#039;&#039;&#039; capability which grants +35 pen vs units with the &#039;&#039;&#039;[[Abilities_List_(LWR)#Hardened|Hardened]]&#039;&#039;&#039; perk (+50 pen for weapons with saturation fire) and deals triple damage to [[Abilities_List_(LWR)#Plasma Shield|Plasma Shields]].&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
{{ Suppression (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
At the start of their team&#039;s turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
If the target acts while under suppression the suppression will break with another round of &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039;. Certain actions such as steadying, reloading, hunkering down or skipping turn by gaining combat ready will prevent this damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
Mayhem adds an additional instantaneous round of Suppressive Fire, meaning its possible to fire a total of 3 Suppressive fire barrages to a single uncovered target with 1 use of suppression.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 35% of &#039;&#039;standard shot damage&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Even though &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger).&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit&#039;s turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting.&lt;br /&gt;
{{ Danger Zone (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactical Retreat ==&lt;br /&gt;
&lt;br /&gt;
During most missions, officers you control you can press &#039;Z&#039; to call Big Sky and ask him to perform a &#039;&#039;&#039;Tactical Retreat&#039;&#039;&#039;. If available, Big Sky will proceed to your location within 1-2 turns. At that time, everyone not within 8 tiles of the extraction beacon will become MIA. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are an effective method to withdraw critically wounded units and/or pull out after a mission is successful (e.g. after the bomb is defused).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are not available indoors, if a bomb is active, if exalt towers are active, or if a VIP is being rescued. They are also not available on the following missions: DLC missions, newfoundland mission, and base assaults/defenses.&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_List_(LWR)&amp;diff=125968</id>
		<title>Abilities List (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_List_(LWR)&amp;diff=125968"/>
		<updated>2026-01-10T21:23:55Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Normal Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toc&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;toctitle&amp;quot;&amp;gt;&amp;lt;h2&amp;gt;Contents&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Normal Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Normal Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Absorption Fields|Absorption Fields]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Arsenal|Arsenal]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ace|Ace]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Aggression|Aggression]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Awareness|Awareness]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Blast|Blast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Body Shield|Body Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bombard|Bombard]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Brawler|Brawler]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Breacher|Breacher]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bring &#039;Em On|Bring &#039;Em On]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bulletstorm|Bulletstorm]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bullseye|Bullseye]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Burst|Burst]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Close Combat Specialist|Close Combat Specialist]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Close Encounters|Close Encounters]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Collateral Damage|Collateral Damage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Combat Drugs|Combat Drugs]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Concealment|Concealment]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Critical System Targeting|Critical System Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Damage Control|Damage Control]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dampening Shield|Dampening Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dash and Bash|Dash and Bash]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Danger Zone|Danger Zone]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dense Smoke|Dense Smoke]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Disabling Shot|Disabling Shot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Double Tap|Double Tap]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Executioner|Executioner]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Extra Conditioning|Extra Conditioning]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Field Medic|Field Medic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fire Rocket|Fire Rocket]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#First Aid|First Aid]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Flight|Flight]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fast and Furious|Fast and Furious]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Final Stand|Final Stand]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fortified|Fortified]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fragmentation|Fragmentation]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Gattler|Gattler]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grapple|Grapple]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grenadier|Grenadier]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grit|Grit]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Guardian|Guardian]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hardened|Hardened]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#HEAT Warheads|HEAT Warheads]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hit and Run|Hit and Run]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Holo Rounds|Holo Rounds]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hunter|Hunter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Impact|Impact]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#In The Zone|In The Zone]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Jetboot Module|Jetboot Module]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Killer Instinct|Killer Instinct]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Kinetic Dampening|Kinetic Dampening]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Light .27Em Up|Light Em Up]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Lock n&#039; Load|Lock n&#039; Load]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Lone Wolf|Lone Wolf]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Low Profile|Low Profile]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Master Mechanic|Master Mechanic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Magnum|Magnum]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Maim|Maim]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mayhem|Mayhem]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mechanic|Mechanic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#One For All|One For All]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#On The Ready|On The Ready]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Onslaught|Onslaught]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Opportunist|Opportunist]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pathfinder|Pathfinder]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Payload|Payload]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Penetrator|Penetrator]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pistolero|Pistolero]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Platform Stability|Platform Stability]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Precision Shot|Precision Shot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pyro|Pyro]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ranger|Ranger]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Rapid Fire|Rapid Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reactive Targeting Sensors|Reactive Targeting Sensors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ready For Anything|Ready For Anything]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reconnaissance|Reconnaissance]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repair|Repair]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repair Servos|Repair Servos]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repulsor Plating|Repulsor Plating]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Robotic|Robotic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Run and Gun|Run and Gun]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sapper|Sapper]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Savior|Savior]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sentinel|Sentinel]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sentry|Sentry]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shadowstep|Shadowstep]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sharpshooter|Sharpshooter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shock and Awe|Shock and Awe]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shredder|Shredder]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Smoke and Mirrors|Smoke and Mirrors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Snapshot|Snapshot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sprinter|Sprinter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Squadsight|Squadsight]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Steadfast|Steadfast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Support Bond|Support Bond]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Suppression|Suppression]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Surgical Targeting|Surgical Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sustain|Sustain]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tandem Warheads|Tandem Warheads]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tenacious Defense|Tenacious Defense]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tracker|Tracker]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Vital Point Targeting|Vital Point Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Will To Survive|Will To Survive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Alien Only Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Alien Only Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acidic|Acidic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acid Immune|Acid Immune]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acid Spit|Acid Spit]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Agile|Agile]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Alien Shred|Alien Shred]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Blood Call|Blood Call]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bloodlust|Bloodlust]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Cannon Fire|Cannon Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Death Explosion|Death Explosion]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Deflection Shield|Deflection Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fractal Spawn|Fractal Spawn]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Greater Mind Merge|Greater Mind Merge]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Growth|Growth]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Gunslinger|Gunslinger]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hive Mind|Hive Mind]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Insentient Crush|Insentient Crush]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Intimidate|Intimidate]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Launch|Launch]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Leap|Leap]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Control|Mind Control]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mortar Barrage|Mortar Barrage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Orbital Ray|Orbital Ray]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Overdrive|Overdrive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Overload|Overload]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Fade|Psi Fade]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Lance|Psi Lance]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Shield|Psi Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psychic Storm|Psychic Storm]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reconstruction Protocol|Reconstruction Protocol]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shadowshot|Shadowshot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stealth|Stealth]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Strangle|Strangle]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stun Immune|Stun Immune]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Transform|Transform]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Vertical Drive|Vertical Drive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Gene Mods|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Gene Mods]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Advanced Perception|Advanced Perception]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dual Heart|Dual Heart]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Enhanced Metabolism|Enhanced Metabolism]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Iron Skin|Iron Skin]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Muscle Amp|Muscle Amp]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Neural Damping|Neural Damping]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Predictive Tracking|Predictive Tracking]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Regenesis|Regenesis]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Smart Macrophages|Smart Macrophages]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Officer Training|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Officer Training]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Battlefield Aptitude|Battlefield Aptitude]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Combined Arms|Combined Arms]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Camaraderie|Camaraderie]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Cover Tactics|Cover Tactics]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Inspired Tenacity|Inspired Tenacity]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#International Warriors|International Warriors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Show .27Em the Ropes|Show &#039;Em the Ropes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stay Frosty|Stay Frosty]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Strength in Diversity|Strength in Diversity]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tricks of the Trade|Tricks of the Trade]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Commanding Officer|Commanding Officer]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Command|Command]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Psionic Abilities|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Psionic Abilities]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Inner Fire|Inner Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Kinetic Blast|Kinetic Blast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Fray|Mind Fray]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Merge|Mind Merge]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Neural Feedback|Neural Feedback]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Inspire|Psi Inspire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Mastery|Psi Mastery]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Panic|Psi Panic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Rift|Rift]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Telekinetic Field|Telekinetic Field]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Positive Quirks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Positive Quirks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Negative Quirks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Negative Quirks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Death Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Death Perks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Unique Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Unique Perks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Perks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Absorption Fields&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Absorption Fields (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ace&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ace (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Tech&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Tech (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Aggression&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Aggression (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Arsenal&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Arsenal (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Awareness&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Awareness (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Blast (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Body Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Body Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC Suits]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brawler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Brawler (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Breacher&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Breacher (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bring &#039;Em On&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bring &#039;Em On (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bulletstorm&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bulletstorm (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bullseye&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bullseye (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burst&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Burst (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SMGs|SMGs]], [[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]], [[Weapons (LWR)#Vulcan Cannons|Vulcan Cannons]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Close Combat Specialist&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Close Combat Specialist (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Close Encounters&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Close Encounters (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Collateral Damage&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Collateral Damage (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combat Drugs&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Combat Drugs (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Critical System Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Critical System Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage Control&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Damage Control (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|Aegis Armor]], [[Armor (LWR)#MEC exoskeletons|Titan Armor]], [[Armor (LWR)#MEC exoskeletons|HMEC Suits]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dampening Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dampening Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Goliath (LWR)|Goliath]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Danger Zone&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Danger Zone (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#LMGs|LMGs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dash and Bash&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dash and Bash (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dense Smoke&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dense Smoke (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Disabling Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Disabling Shot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Double Tap&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Double Tap (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Executioner&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Executioner (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Extra Conditioning&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Extra Conditioning (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fast and Furious&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fast and Furious (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Situation Room (LWR)#Covert Operations|Covert Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Field Medic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Field Medic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Final Stand&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Final Stand (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]] on a final mission&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fire Rocket&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fire Rocket (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Flight (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|Hover SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]], [[Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fortified&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fortified (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fragmentation&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fragmentation (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039;  [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gattler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Gattler (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ghost&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ghost (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grapple&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grapple (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment:&#039;&#039;&#039; [[Armor (LWR)#Light Armor|Kestrel Armor]], [[Armor (LWR)#Light Armor|Banshee Armor]], [[Armor (LWR)#Light Armor|Corsair Armor]], [[Armor (LWR)#Light Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grenadier&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grenadier (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039;  [[Gunner (LWR)|Gunner]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Guardian&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Guardian (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hardened&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hardened (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[MEC Trooper (LWR)|MEC Troopers]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;HEAT Warheads&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{HEAT Warheads (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hit and Run&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hit and Run (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Holo Rounds&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Holo Rounds (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hunter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hunter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Impact&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Impact (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;In The Zone&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{In The Zone (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Jetboot Module&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jetboot Module (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Killer Instinct&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Killer Instinct (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Kitted&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Kitted (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Light &#039;Em Up&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Light &#039;Em Up (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock n&#039; Load&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Lock n&#039; Load (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039;  [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], All [[Alien Life Forms (LWR)#Exalt Operative|Exalt Soldiers]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lone Wolf&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Lone Wolf (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Low Profile&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Low Profile (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039;  [[Alien Life Forms (LWR)#Thin_Man|Thin Man]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magnum&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Magnum (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maim&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Maim (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Pistols|Pistols]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Master Mechanic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Master Mechanic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mayhem&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mayhem (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mechanic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mechanic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;One For All&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{One For All (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[MEC Trooper (LWR)|MEC Troopers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Onslaught&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Onslaught (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;On The Ready&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{On The Ready (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Opportunist&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Opportunist (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Overload (Long War Rebalance) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Arc and Stun Rifles|Arc Rifle]], [[Weapons (LWR)#Pistols|Arc Pistol]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pathfinder&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pathfinder (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Payload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Payload (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Penetrator&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Penetrator (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Ballistic/Gauss Special Ammunition|Armor Piercing Ammo]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Platform Stability&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Platform Stability (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Weapon Attachments|Alloy Bipod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pistolero&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pistolero (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Precision Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Precision Shot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pyro&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pyro (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ram&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ram (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ranger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ranger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Encounters&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rapid Encounters (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rapid Fire (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reactive Targeting Sensors&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reactive Targeting Sensors (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ready For Anything&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ready For Anything (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reconnaissance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reconnaissance (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repair&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repair (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repair Servos&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repair Servos (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repulsor&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repulsor (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Armor|Banshee Armor]], [[Equipment (LWR)#Armor|Corsair Armor]], [[Equipment (LWR)#Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Robotic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Robotic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Run and Gun&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Run and Gun (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sapper&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sapper (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Savior&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Savior (LWR) |align=center |text=1|topbotpad=10}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sentinel&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sentinel (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sentry&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sentry (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadowstep&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shadowstep (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment:&#039;&#039;&#039; [[Equipment (LWR)#Miscellaneous gear|Chameleon Vest]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sharpshooter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sharpshooter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Medic (LWR)|Medic]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shock And Awe&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shock And Awe (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shredder&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]], [[Weapons (LWR)#Assault Rifles|Plasma Weapons]], [[Equipment (LWR)#Special Ammunition|Shredder Ammo]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Smoke and Mirrors&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Smoke And Mirrors (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Snapshot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Snapshot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sprinter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sprinter (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All [[Alien Life Forms (LWR)|Alien Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Non-Weapon Passive Equipment|Elerium Turbos]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Squadsight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Squadsight (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Sightings|Marksmen Scope]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steadfast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Steadfast (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Suppression (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Surgical Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Surgical Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sustain&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sustain (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tactical Mobility&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tactical Mobility (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]],&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]], [[Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tandem Warheads&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tandem Warheads (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tenacious Defense&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tenacious Defense (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tinker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tinker (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tracker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tracker (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Proximity Sensor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vital Point Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Vital Point Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]],&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Will To Survive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Will To Survive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Only Perks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acidic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acidic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Immune&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Immune (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Spit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Spit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Agile&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Agile (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Alien Grenade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Grenade (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Alien Shred&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blood Call&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Blood Call (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bloodlust&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bloodlust (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brute&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Brute (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cannon Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cannon Fire (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cloak Screen&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cloak Screen (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin Man|Thin Man]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Death Explosion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Death Explosion (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Deflection Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Deflection Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Eagle Eye&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Eagle Eye (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Explosive Shots&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Explosive Shots (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Cyberdisc|Cyberdiscs]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoids]], [[Alien Life Forms (LWR)#Sectopod|Sectopods]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fractal Spawn&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fractal Spawn (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Outsider|Outsider Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Growth (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gunslinger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Gunslinger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hive Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hive Mind (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Launch&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Launch (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Leap&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Leap (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Thin Man|Thin Man]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mortar Barrage&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mortar Barrage (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Orbital Ray&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Orbital Ray (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overdrive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Overdrive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plasma Ranger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Plasma Ranger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Sectoid Commanders|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plasma Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Plasma Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)|All Alien Champions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Fade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Fade (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pursuit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pursuit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalids]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reconstruction Protocol&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reconstruction Protocol (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadowshot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shadowshot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shoot to Kill&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shoot to Kill (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All [[Alien Life Forms (LWR)|Aliens]] on base defense missions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Skitter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Skitter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stealth&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stealth (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Seeker|Seeker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Strangle&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Strangle (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Seeker|Seeker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stun Immune&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stun Immune (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Zombie|Zombie]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression Tactics&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Suppression Tactics (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Taunt&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Taunt (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Transform&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Transform (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical Drive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Vertical Drive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
&#039;&#039;(See also: [[Gene Mods (LWR)|Gene Mods]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Adrenal Neurosympathy&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Adrenal Neurosympathy (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Advanced Perception&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Advanced Perception (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dual Heart&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dual Heart (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enhanced Metabolism&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Enhanced Metabolism (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Iron Skin&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Iron Skin (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Muscle Amp&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Muscle Amp (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Neural Damping&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Neural Damping (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Predictive Tracking&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Predictive Tracking (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Regenesis&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Regenesis (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Smart Macrophages&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Smart Macrophages (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Officer Training==&lt;br /&gt;
&#039;&#039;(See also: [[Officers (LWR)|Officers]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Commanding Officer&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Commanding Officer (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Command&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Command (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Air Strike&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Air Strike (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tactical Retreat&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tactical Retreat (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Camaraderie&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Camaraderie (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Clutch Leadership&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Clutch Leadership (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combined Arms&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Combined Arms (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;amp;nbsp;&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All  [[Alien Life Forms (LWR)|Alien Champions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cover Tactics&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cover Tactics (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cover Tenacity&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cover Tenacity (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Natural Leadership&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Natural Leadership (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Show &#039;Em the Ropes&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Show &#039;Em the Ropes (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stay Frosty&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stay Frosty (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Strength in Numbers&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Strength in Numbers (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tricks of the Trade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tricks of the Trade (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
&#039;&#039;(See also: [[Psionic (LWR)|Psionics]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Chain Panic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Chain Panic (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Countercharge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Countercharge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Distortion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Distortion (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enthrall&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Enthrall (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater Mind Merge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Greater Mind Merge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Inner Fire (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Insentient Crush&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Insentient Crush (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Kinetic Blast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Kinetic Blast (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Control&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Control (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien_Life_Forms_(LWR)#Uber_Ethereal|Uber Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Fray&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Fray (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Merge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Merge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Rend&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Rend (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Inspire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Inspire (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Lance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Lance (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Mastery&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Mastery (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Panic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Panic (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Surge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Surge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Storm&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Storm (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Tether&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Tether (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Wave&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Wave (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rift&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rift (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Telekinetic Field&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Telekinetic Field (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Uber&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Uber (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien_Life_Forms_(LWR)#Uber_Ethereal|Uber Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Positive Quirks ==&lt;br /&gt;
===Generic===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Armorer&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armorer:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The use of nanobots to repair armor is similar to past experience this soldier has. Repairs to units that still have armor HP repair 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer that repaired/healed in mission, non-luddite&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Baller&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Baller:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier was a competitive sports player in their past and their experience carries over. Grants +15% throw range.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: SnM/Grenadier, non-Maladroit&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Boosted Cores&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Boosted Cores:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier personally modifies the explosives they bring into missions. Grants +1 damage to all explosives.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Grenadier&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brawny&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Brawny:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has hit the gym and it shows. Grants +2 base HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Base HP &amp;gt; 6&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ceaseless&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ceaseless:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit works best under pressure. Grants a 15% chance per enemy in sight for reloading to be a free action.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following classes: ITZ Sniper, HNR/Bullseye Scout, Infantry, Assault, LEU Rocketeer, Gunner, Sentinel/Pistolero/RapidFire Medic, DT Engineer, Jaeger, CCS/DnB Marauder, DT/Sentry Goliath&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combat Technician&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Technician:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This Engineer is comfortable working in a combat situation. If they have the Mechanic subspecialization of Endurance, the passive heal restores 35% of damage taken (instead of 25%).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Conflaguration&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Conflaguration:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The hotter the flame the better. This unit has modified their flamethrowers to deal +2 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Pyro Jaeger&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Crack Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crack Shot:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is a master at connecting their shots. Shots from this soldier never [[Other_Abilities_(LWR)#Graze|graze]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sharpshooter&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Critical Analysis&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Critical Analysis:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is an expert at spotting even the smallest weakness in enemies. Grants +15 crit.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not SnM/Grenadier/Sentry/Mayhem&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Entrenchment&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Entrenchment:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit has learned how to quickly maximize cover when aiming. Grants +50 defense when steadying a weapon in cover.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: OTR Sniper / Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fascination with ALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fascination with&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a passion for studying &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039;. Their shots deal 50% more weapon damage against &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039;. All incoming attacks from &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; graze, dealing half of their original damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Thin Men, Floaters (including Heavy Floaters), Outsiders, Chryssalids, Mutons (including Muton Elites), Seekers, Cyberdiscs, Mechtoids, Berserkers, Sectopods.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fascination with PSIALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fascination with&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a passion for studying &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039;. Their shots deal 50% more weapon damage against &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039;. All incoming psionic attacks from &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; have their damage reduced by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Sectoids (including Sectoid Commanders), Ethereals.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Keen Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keen Mind:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is quick to learn and has seen a lot. Grants +30% xp from all sources. [[Management_(LWR)#Retiring|If they retire, double their missions are added to the OTS mission pool.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Simple&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lucky&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
For this soldier, things always seem to work out. Grants a 20% chance for any miss to hit instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Unlucky and high luck score after missions&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Meld Infused&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Meld Infused:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has been infused with meld granting bonus stats: +2 mob, +10 aim, +20 will, +5 HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: event-exclusive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mental Dominion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mental Dominion:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has superior control of their own mind. If an enemy [[Abilities_List_(LWR)#Mind_Control|Mind Controls]] this soldier, this soldier immediately breaks the control without consequence. [[Abilities_List_(LWR)#Enthrall|Enthrall]], [[Abilities_List_(LWR)#Psi Panic|Psi Panic]], and [[Abilities_List_(LWR)#Mind_Fray|Mind fray]] have no effect on this soldier.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Officer, MEC Trooper or Psion. Additionaly, XCOM must have a Sectoid Commander or Ethereal corpse in inventory&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Nanobot Mastery&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nanobot Mastery:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit understands how medikits work better than most experts. Heals from this unit are not reduced by healing fatigue.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Medic who healed someone during the mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;On Target&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;On Target:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has learned to be proactive during engagements. Grants a 20% chance for this soldier to [[Other_Abilities_(LWR)#Steady_Weapon|steady]] their weapon at the end of their turn if they are idle.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: OTR Sniper, Bullseye Scout/Shogun, Sentinel Infantry, LEU Rocketeer, DT Engineer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pain is Temporary&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pain is Temporary:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier just wants to get back at it and can ignore pain. Reduces injury times by 70%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier injured during the mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Passionate&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passionate:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a smoldering hatred for the aliens and their invasion. They have a 5% chance to [[Other_Abilities_(LWR)#Enrage|enrage]] every turn an enemy is in sight.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not SNM/Sentinel/Sentry&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pistol Pro&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pistol Pro:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier knows how to use a pistol, and how to use it well. Grants +2 damage to all pistol shots.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: Magnum Sniper, HNR+Ranger Scout, Pistolero/Ranger Assault, Pistolero Medic&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Prevail&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prevail:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier turns on when the stakes are the highest. Doubles the bonuses granted by the [[Abilities_List_(LWR)#Bring_.27Em_On|Bring &#039;Em On]] perk.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quick Burn&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Burn:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit has the adrenaline pumping at the beginning of each mission. Grants a bonus of +3.3 mobility at the start of each mission which decreases by 0.6 mobility each turn until the bonus reaches 0 mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Hesitant&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quick Foot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Foot:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has learned how to be quick on their feet. Grants +0.6 base mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: mobility &amp;gt; 15.3&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Reaction&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has exceptional reaction and target acquisition skills. Grants an additional reaction shot on overwatch if this soldier has the [[Abilities_List_(LWR)#Sentinel|Sentinel]] perk.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sentinel&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Receptive Patient&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Receptive Patient:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier responds well to the nanobots in medikits. Medikits used on this unit heal 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Challening Patient, not MEC Trooper, Will to Survive, was healed on this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resolute Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resolute Mind:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has gained incredible control over their mind. Grants +10 base will.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: will &amp;gt; 40&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rocketinker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rocketinker:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier creates their own custom made rockets, increasing their range by 20%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slugger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slugger:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has gained a natural feel for using the [[Equipment_(LWR)#Large_Equipment_.28MEC.29|KSM]]. Melee attacks deal +30% weapon damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Marauder&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Something To Fight For&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Something To Fight For:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A newborn child has increased this soldier&#039;s dedication to seeing the XCOM project achieve victory. Reduces fatigue accumulation by 35%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Event-exclusive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stalker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stalker:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has special skill in attacking their enemies when from a hidden position. Shooting while [[Other_Abilities_(LWR)#Hidden|hidden]] grants an additional +4 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Jaeger&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steady Hands&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steady Hands:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When steadying, this soldier can calm his breathing and lock his hands in place, allowing them to accurately target enemy weak points. Grants an additional +50 aim when [[Other_Abilities_(LWR)#Steady_Weapon|steadying]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sniper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression Prodigy&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suppression Prodigy:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a natural talent for applying [[Other_Abilities_(LWR)#Suppressive_Fire|suppressive fire]]. [[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive]] fire deals +1 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Mayhem Gunner&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Surgeon&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surgeon:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has developed a natural skill for dealing with serious wounds. Medikits on units that are missing some base HP heal 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Guardian Medic / Kitted soldier that is not Squeamish and has healed someone in this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The Mountain&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Mountain:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has perfected becoming an immobile shield. Grants 10% DR while in [[Abilities_List_(LWR)#One_For_All|One For All]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: Marauder, Goliath, Shogun&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Turtler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Turtler:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has become more alert and wary in engagements. They will [[Other_Abilities_(LWR)#Hunker_Down|hunker]] anytime they end a turn with an enemy in view while idle in cover.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Engineer, not MEC Trooper, no Countercharge/Pistolero/RFA/OTR/WTS, unit must have taken damage this misson and be of rank cpl or above&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unload:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier can fire multiple rounds into targets. Shots from this soldier have a 10% chance to cost 0 AP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: HNR Scout, non-Sentinel Infantry, Assault, LEU Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unyielding&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unyielding:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier can take incredible amounts of punishment and still hang on. Everytime this unit is damaged in a turn, it gains an additively stacking 10% chance for incoming attacks to [[Other_Abilities_(LWR)#Graze|graze]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier damaged this mission and has Fortified or Will to Survive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Officer ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Omnipresent Command&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Omnipresent Command:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander has exceptional control of engagements on the battlefield. [[Abilities_List_(LWR)#Commanding_Officer|Commanding Officer]] (0 AP end-in-idle actions) triggers also occur on units that are out of sight.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer ends mission with 0 command charges&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luminary&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Luminary:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander has a naturally inspiring way. Grants an additional [[Abilities_List_(LWR)#Command|Command Charge]] during each mission.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer ends mission with 0 command charges&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cool Commander&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cool Commander:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander doesn&#039;t sweat the hardships of command. Reduces fatigue accumulation by 35%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer with Stay Frosty&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Prepared for the Worst&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepared for the Worst:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander is always on the ready if things get too hairy for their men. Anytime a soldier drops, this commander gains [[Abilities_List_(LWR)#Command|2 command charges]]. [[Other_Abilities_(LWR)#Tactical_Retreat|Tactical retreats]] occur in a single turn. Once called, this commander gains [[Abilities_List_(LWR)#Command|5 command charges]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer not Overconfident&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Sensitivity&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Sensitivity:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion has an easier time sensing enemy brain activity. Triggers of [[Abilities_List_(LWR)#Countercharge|countercharge]] occur 50% more often and deal +2 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Countercharge&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Strength&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Strength:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion has unsually strong neural activity. Grants +1 damage to [[Abilities_List_(LWR)#Countercharge|Countercharge]], [[Abilities_List_(LWR)#Mind_Fray|Mind Fray]], and [[Abilities_List_(LWR)#Psychokinetic_Strike|Kinetic Blast]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Kinetic Blast&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Breacher&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Breacher:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion finds it easy to access and distort the minds of others. Grants +30% hit chance to [[Abilities_List_(LWR)#Mind_Fray|Mind Fray]] and [[Abilities_List_(LWR)#Psi_Panic|Psi Panic.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Mind Fray or Countercharge&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Gene-modded ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steel Skin&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steel Skin:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier&#039;s [[Abilities_List_(LWR)#Iron_Skin|Iron Skin]] modification has mutated to an even denser form. Grants +10 additional base DR if this soldier has the [[Abilities_List_(LWR)#Iron_Skin|Iron Skin]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Iron Skin&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Superdense Muscles&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superdense Muscles:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier took extremely well to the meld infusion in their leg muscles. Grants an extra +1.3 mobility if this soldier has the [[Abilities_List_(LWR)#Muscle_Amp|Muscle Amp]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Muscle Amp&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Uncanny Foresight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Uncanny Foresight:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier&#039;s eye modifications give incredible predictive capacity. Grants an additional +10 aim to reaction shots if this soldier has the [[Abilities_List_(LWR)#Predictive_Tracking|Predictive Tracking]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Predictive Tracking&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== MEC ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Synaptic Fusion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synaptic Fusion:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fusions of synapses have drastically increased the efficiency of this unit&#039;s neural framework. The result is 50% faster experience gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: MEC Trooper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Negative Quirks ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Challenging Patient&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Challenging Patient:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier responds poorly to the nanobots in medikits. Medikits used on this unit heal 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Receptive Patient, not MEC Trooper, Will to Survive, was healed on this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fear of ALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fear of&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has an irrational fear of &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039;. When they encounter &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039;, their will drops to 0 and they lose 1 action point. The will loss lasts until that enemy is incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Sectoids (including Sectoid Commanders), Thin Men, Floaters (including Heavy Floaters), Outsiders, Chryssalids, Mutons (including Muton Elites), Seekers, Cyberdiscs, Mechtoids, Berserkers, Sectopods, Ethereals.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Feeble&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeble:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
War has taken its tole on this soldier and they don&#039;t have the constitution they used. Reduces base HP by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires:  Base HP &amp;gt; 5&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Green Lung&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Green Lung:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier experienced a hypersensitivity to the alien fumes causing some permanent lung damage. Increases fatigue times by 30%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not MEC Trooper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hesitant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hesitant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier takes a while to get the adrenaline pumping and engage fully. Grants a malus of -3.3 mobility at the start of each mission but then regains 0.6 mobility each turn until the malus reaches 0 mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Quick Burn&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Immunocompromised&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Immunocompromised:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has acquired an alien illness that impairs wound healing. Doubles injury times.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier injured this mission, not MEC Trooper.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luddite&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Luddite:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier gets confused with some of the newer technology. Repairs to units that are missing some base HP repair 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer that repaired/healed someone this mission, not Armorer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maladroit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maladroit:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has never been exceptional at throwing. Grants -10% throw range.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: SnM/Grenadier, non-baller&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overconfident&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Overconfident:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander commits hastily and rarely thinks of retreat. Tactical retreats take 1 turn longer.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer not Prepared for the Worst&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Simple&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Simple:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier takes a little longer to grasp new concepts. Grants -15% xp from all sources. If they retire, only half their missions are added to the OTS mission pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: non Keen Mind&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Squeamish&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Squeamish:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has seen too much blood. Medikits on units that are missing some base HP heals 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Guardian Medic / Kitted soldier that is not Surgeon and has healed someone in this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tunnel Vision&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tunnel Vision:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stress of combat can overwhelm this soldier. Reduces crit chance by 15.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unlucky&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unlucky:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier sometimes messes up even when it seems impossible to do so. Grants a 5% chance for any hit to miss instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Lucky and low luck score after missions&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;War Weariness&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;War Weariness:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
War can wear the shine off of any soldier. Reduces base mobility by 0.6.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Weak-Willed&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weak-Willed:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has trouble focusing and resisting psionic attacks. Reduces base will by 10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death Perks ==&lt;br /&gt;
&lt;br /&gt;
The Chance to recieve a death perk seems to be calculated as followed:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Number of dead Soldiers in this mission)&#039;&#039;&#039; x &#039;&#039;&#039;(Number of Ranks of said dead Soldiers)&#039;&#039;&#039; &#039;&#039;&#039;x3&#039;&#039;&#039; if the mission was a failure, &#039;&#039;&#039;x1&#039;&#039;&#039; otherwise, checked against a random number it has to beat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is also worth noting that it seems the game will try to roll for every death perk in order, starting with &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; and ending with &#039;&#039;&#039;Unhinged&#039;&#039;&#039;, rerolling the random number every time it does so. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note that this is just an interpretation of the code when seen in UE Explorer and may not be accurate of what is actually going on.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ever Vigilant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ever Vigilant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has seen death and is more vigilant because of it. Gains a 20% chance for all shots to graze, dealing half their original damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 1st. Random Number: 0-199&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Survivor&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Survivor:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier survived some bloody battles, increasing resilience. Gains %DR equal to a quarter of the % total HP lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 2nd. Random Number: 0-249&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Avenger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Avenger:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier had comrades killed during battle and plans to never let it happen again. Gains +1 crit damage and +10% throw range.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 3rd. Random Number: 0-299&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resolute&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resolute:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier lost comrades in the war and has gained an unwavering resolve. Gains +50% xp from all missions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 4th. Random Number: 0-349&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vindicator&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vindicator:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier lost friends dear to them and wants justice. Grants +10 crit and +2 crit damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 5th. Random Number: 0-399&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Defiant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defiant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has vowed to let nothing get in the way ever again. Permanent immunity to Psychic Tether, fatigue, and exhausted.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 6th. Random Number: 0-449&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Perseverance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perseverance:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier will not stop until the alien threat is eliminated. Fatigue and injury times reduced by 50%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 7th. Random Number: 0-499&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unhinged&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unhinged:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has witnessed extreme violence and has found a love for it. Grants +1 damage for every 2 enemies in vision to all weapons and equipment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 8th. Random Number: 0-549&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unique Perks ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Hans Graf - &#039;&#039;&#039;Practiced Ease&#039;&#039;&#039;: +10% crit chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Stanislav Orlov - &#039;&#039;&#039;Natural Killer&#039;&#039;&#039;: +1 damage against targets at or below 50% HP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Hank Miller - &#039;&#039;&#039;Relentless&#039;&#039;&#039;: 25% chance for missed standard shots to be free actions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Shaojie Zhang  - &#039;&#039;&#039;Ex Triad&#039;&#039;&#039;: +2 damage with pistols.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Annette Durand - &#039;&#039;&#039;Driven By Pressure&#039;&#039;&#039;: Gain +20 will if there are 2 or more enemies in sight.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Peter Van Doorn - &#039;&#039;&#039;Cool Under Pressure&#039;&#039;&#039;: (Enemies in sight)% for end-in-idle actions to be free actions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Marta Kovac - &#039;&#039;&#039;Street Orphan&#039;&#039;&#039;: Years of malnutrition and a harsh environment has left this soldier worse for wear: +10% fatigue accumulation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Sprinter_(LWR)&amp;diff=125967</id>
		<title>Template:Sprinter (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Sprinter_(LWR)&amp;diff=125967"/>
		<updated>2026-01-10T21:23:51Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SUPPORT SPRINTER.png|32px|{{{align|center}}}|Sprinter]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Sprinter|Sprinter]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;&lt;br /&gt;
Grants +1.3 mobility and +10 defense. Doubles damage from Ram.&lt;br /&gt;
&#039;&#039;}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Sprinter_(LWR)&amp;diff=125966</id>
		<title>Template:Sprinter (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Sprinter_(LWR)&amp;diff=125966"/>
		<updated>2026-01-10T21:22:48Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SUPPORT SPRINTER.png|32px|{{{align|center}}}|Sprinter]]}}&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Sprinter|Sprinter]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;&lt;br /&gt;
Grants +1.3 mobility and +10 defense. Doubles damage from Ram.&lt;br /&gt;
&#039;&#039;}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=125948</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=125948"/>
		<updated>2026-01-10T06:40:55Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: added common perks to all leaders of a certain type to slim down repeated text on the tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Acid Tech (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders are capable of using Fractal Spawn (at Brutal and above difficulties) and they effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Fractal Spawn (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have unobstructed (not in a smoke cloud) line of sight to the unit performing the action.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Skitter (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. The Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility. Beware any Mutons near a Berserker: their Blood call ability not only buffs and heals them, but it also removes many of the usual debuffs that counter Berserkers.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks as well as Taunt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Taunt (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting any sectoids and mechtoids in vision various bonuses as well as activating Telekinetic Field for free. They can also use 2AP at the start of the alien turn to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
All things considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
All Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{Overdrive (LWR)|text=1}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|gunslinger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|gunslinger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=125944</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=125944"/>
		<updated>2026-01-09T03:55:21Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: exalt heavies dont have crit, seekers only scale by 2 aim, added notes on al15 upgrades for thinman and ethereal as well as a clarification on how 0.5 upgrades work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
A note about the scaling attributes with AL: values shown in here as fractionals (such as 0.5 dmg per upgrade for Sectoids) are shown as averages. Ingame these values are integers: the stat increases by 1 on first upgrade and then alternates between 0 and 1 on the following upgrades (with the exception of Exalt Vanguard, Seeker and Sectoid&#039;s DMG upgrades and Outsider&#039;s HP Regen, these instead start as +0 on their first upgrade and alternate between 1 and 0 on the following upgrades).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except defense which stays at +5), plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have unobstructed (not in a smoke cloud) line of sight to the unit performing the action.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|skitter=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|skitter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|skitter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|skitter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility.&lt;br /&gt;
&lt;br /&gt;
Also, like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting multiple targets various bonuses as well as activating Telekinetic Field for free. They can also use 2AP to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly or literally guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|overdrive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|overdrive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|gunslinger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|overdrive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|gunslinger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats (except regen which stays at +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=125943</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=125943"/>
		<updated>2026-01-09T03:09:20Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Seeker */  seekers gain 2 aim not 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
All stats shown on this page are without difficulty modifiers or perk effects, so values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have unobstructed (not in a smoke cloud) line of sight to the unit performing the action.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|skitter=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|skitter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|skitter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|skitter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5% base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 2 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility.&lt;br /&gt;
&lt;br /&gt;
Also, like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=24 | base-damage=8 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+6 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+2 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting multiple targets various bonuses as well as activating Telekinetic Field for free. They can also use 2AP to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly or literally guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|overdrive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|overdrive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|gunslinger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|overdrive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|gunslinger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Alien_Grenade_(LWR)&amp;diff=125942</id>
		<title>Template:Alien Grenade (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Alien_Grenade_(LWR)&amp;diff=125942"/>
		<updated>2026-01-09T00:06:23Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ABILITY_ALIENGRENADE.png|32px|{{{align|center}}}|Alien Grenade]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Alien Grenade|Alien Grenade]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Throw an explosive alien grenade with a blast radius of 3 tiles for 6 damage, affected by half of the increases to this unit&#039;s base damage. &lt;br /&gt;
&#039;&#039;}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Pod_Mechanics_(LWR)&amp;diff=125927</id>
		<title>Alien Pod Mechanics (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Pod_Mechanics_(LWR)&amp;diff=125927"/>
		<updated>2026-01-08T00:50:31Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File:LWRthinman.png|right|500px]]&lt;br /&gt;
==Alien Pods==&lt;br /&gt;
 &lt;br /&gt;
===Pod Composition===&lt;br /&gt;
Pods are comprised of one &#039;&#039;&#039;pod leader&#039;&#039;&#039; (who can be upgraded into an [[Alien_Life_Forms_(LWR)#Alien Leaders|Alien Leader]] and gain several perks and stats) and several regular troopers whose type is often related to the leader (also called &#039;&#039;&#039;followers&#039;&#039;&#039;, who can also be upgraded into Alien Leaders [[Alien_Life_Forms_(LWR)#Chance for an Alien Leader|from AL6 onwards]]).&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] often contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned.&lt;br /&gt;
&lt;br /&gt;
===Pod Behaviour===&lt;br /&gt;
&lt;br /&gt;
All pods begin not activated, that is, aliens move or stay together and don&#039;t attempt to take cover or shoot XCOM soldiers (though they may shoot civilians, if any). An exception is drop-in pods, arriving during a mission, which activate immediately upon arrival if they see any XCOM soldier, but may activate or not, randomly, otherwise. Activation can&#039;t ever be undone, even if line of sight to XCOM soldiers is completely broken. XCOM is aware of every activation, with a close-up scene playing, even if none of the pod aliens are seen by soldiers. Upon activation, a pod [[Other_Abilities_(LWR)#Scamper|scampers]], which may cause &#039;&#039;&#039;chain activation&#039;&#039;&#039; of other pods in the area. &lt;br /&gt;
&lt;br /&gt;
A pod activates immediately if and only if any of its members at any point in time: sees an XCOM soldier (but the reverse visibility doesn&#039;t matter) or sees another pod that just got activated this way, is significantly affected by anybody (direct hit, explosive damage including friendly fire, suppression, holo, etc., but not battle scanner), is shot at and missed. A pod activates at the end of the alien&#039;s turn if any of its members sees another activated alien or notices a corpse of an alien killed during the mission. Note that unactivated pods are &#039;&#039;&#039;not&#039;&#039;&#039; activated by aliens calling for help nor by bumping into other unactivated pods.  &lt;br /&gt;
&lt;br /&gt;
While members of an activated pod do not coordinate among themselves any better than disparate aliens from different pods would, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3, depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode at least until they can see XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back. Note that retreating aliens never call for help, but they activate any pods they run into all the same, see &#039;&#039;&#039;chain activation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back and out of sight of the aliens, they&#039;ll call for reinforcements to hunt XCOM soldiers down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, will activate at some point in a normal way and attack the soldiers, and short of retreating or being wiped out, the only possibility left for XCOM is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
===Pod Size &amp;amp; Distribution===&lt;br /&gt;
A single pod can contain any number of aliens between 1 and 8.&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded. This has the largest effect during early Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, missions taking place while pod sizes are small typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods.  &lt;br /&gt;
&lt;br /&gt;
As well, while most of the time these pod restrictions are followed, various factors can lead pod sizes to vary from the general trend.&lt;br /&gt;
&lt;br /&gt;
The number of aliens on every mission is restricted to between 3 x Num_pods to 8 x Num_pods, and a minimum of 3 aliens.&lt;br /&gt;
&lt;br /&gt;
===Pod Types===&lt;br /&gt;
&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods, and Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Missions_(LWR)#Exalt_Missions|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(LWR)#Terror_Site|Terror Sites]] &amp;amp; [[Missions_(LWR)#Exalt_Missions|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror Pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens, usually spanning Chryssalids and Zombies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exalt&#039;&#039;&#039; Pods: While Exalt have a chance to show up when following a Sectoid or Sectoid Commander, they appear most often in [[Missions_(LWR)#Exalt_Missions|Covert Operations]]. All covert operations include drop ins of lone Exalt operatives who may or may not appear in cover and will overwatch&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_List_(LWR)&amp;diff=125900</id>
		<title>Abilities List (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_List_(LWR)&amp;diff=125900"/>
		<updated>2026-01-06T20:22:13Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Normal Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toc&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;toctitle&amp;quot;&amp;gt;&amp;lt;h2&amp;gt;Contents&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Normal Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Normal Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Absorption Fields|Absorption Fields]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Arsenal|Arsenal]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ace|Ace]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Aggression|Aggression]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Awareness|Awareness]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Blast|Blast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Body Shield|Body Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bombard|Bombard]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Brawler|Brawler]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Breacher|Breacher]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bring &#039;Em On|Bring &#039;Em On]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bulletstorm|Bulletstorm]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bullseye|Bullseye]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Burst|Burst]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Close Combat Specialist|Close Combat Specialist]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Close Encounters|Close Encounters]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Collateral Damage|Collateral Damage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Combat Drugs|Combat Drugs]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Concealment|Concealment]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Critical System Targeting|Critical System Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Damage Control|Damage Control]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dampening Shield|Dampening Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dash and Bash|Dash and Bash]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Danger Zone|Danger Zone]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dense Smoke|Dense Smoke]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Disabling Shot|Disabling Shot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Double Tap|Double Tap]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Executioner|Executioner]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Extra Conditioning|Extra Conditioning]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Field Medic|Field Medic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fire Rocket|Fire Rocket]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#First Aid|First Aid]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Flight|Flight]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fast and Furious|Fast and Furious]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Final Stand|Final Stand]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fortified|Fortified]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fragmentation|Fragmentation]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Gattler|Gattler]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grapple|Grapple]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grenadier|Grenadier]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grit|Grit]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Guardian|Guardian]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hardened|Hardened]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#HEAT Warheads|HEAT Warheads]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hit and Run|Hit and Run]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Holo Rounds|Holo Rounds]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hunter|Hunter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Impact|Impact]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#In The Zone|In The Zone]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Jetboot Module|Jetboot Module]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Killer Instinct|Killer Instinct]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Kinetic Dampening|Kinetic Dampening]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Light .27Em Up|Light Em Up]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Lock n&#039; Load|Lock n&#039; Load]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Lone Wolf|Lone Wolf]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Low Profile|Low Profile]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Master Mechanic|Master Mechanic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Magnum|Magnum]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Maim|Maim]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mayhem|Mayhem]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mechanic|Mechanic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#One For All|One For All]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#On The Ready|On The Ready]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Onslaught|Onslaught]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Opportunist|Opportunist]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pathfinder|Pathfinder]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Payload|Payload]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Penetrator|Penetrator]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pistolero|Pistolero]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Platform Stability|Platform Stability]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Precision Shot|Precision Shot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pyro|Pyro]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ranger|Ranger]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Rapid Fire|Rapid Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reactive Targeting Sensors|Reactive Targeting Sensors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ready For Anything|Ready For Anything]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reconnaissance|Reconnaissance]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repair|Repair]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repair Servos|Repair Servos]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repulsor Plating|Repulsor Plating]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Robotic|Robotic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Run and Gun|Run and Gun]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sapper|Sapper]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Savior|Savior]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sentinel|Sentinel]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sentry|Sentry]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shadowstep|Shadowstep]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sharpshooter|Sharpshooter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shock and Awe|Shock and Awe]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shredder|Shredder]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Smoke and Mirrors|Smoke and Mirrors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Snapshot|Snapshot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sprinter|Sprinter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Squadsight|Squadsight]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Steadfast|Steadfast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Support Bond|Support Bond]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Suppression|Suppression]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Surgical Targeting|Surgical Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sustain|Sustain]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tandem Warheads|Tandem Warheads]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tenacious Defense|Tenacious Defense]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tracker|Tracker]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Vital Point Targeting|Vital Point Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Will To Survive|Will To Survive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Alien Only Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Alien Only Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acidic|Acidic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acid Immune|Acid Immune]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acid Spit|Acid Spit]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Agile|Agile]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Alien Shred|Alien Shred]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Blood Call|Blood Call]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bloodlust|Bloodlust]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Cannon Fire|Cannon Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Death Explosion|Death Explosion]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Deflection Shield|Deflection Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fractal Spawn|Fractal Spawn]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Greater Mind Merge|Greater Mind Merge]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Growth|Growth]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Gunslinger|Gunslinger]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hive Mind|Hive Mind]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Insentient Crush|Insentient Crush]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Intimidate|Intimidate]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Launch|Launch]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Leap|Leap]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Control|Mind Control]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mortar Barrage|Mortar Barrage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Orbital Ray|Orbital Ray]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Overdrive|Overdrive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Overload|Overload]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Fade|Psi Fade]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Lance|Psi Lance]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Shield|Psi Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psychic Storm|Psychic Storm]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reconstruction Protocol|Reconstruction Protocol]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shadowshot|Shadowshot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stealth|Stealth]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Strangle|Strangle]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stun Immune|Stun Immune]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Transform|Transform]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Vertical Drive|Vertical Drive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Gene Mods|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Gene Mods]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Advanced Perception|Advanced Perception]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dual Heart|Dual Heart]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Enhanced Metabolism|Enhanced Metabolism]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Iron Skin|Iron Skin]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Muscle Amp|Muscle Amp]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Neural Damping|Neural Damping]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Predictive Tracking|Predictive Tracking]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Regenesis|Regenesis]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Smart Macrophages|Smart Macrophages]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Officer Training|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Officer Training]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Battlefield Aptitude|Battlefield Aptitude]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Combined Arms|Combined Arms]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Camaraderie|Camaraderie]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Cover Tactics|Cover Tactics]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Inspired Tenacity|Inspired Tenacity]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#International Warriors|International Warriors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Show .27Em the Ropes|Show &#039;Em the Ropes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stay Frosty|Stay Frosty]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Strength in Diversity|Strength in Diversity]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tricks of the Trade|Tricks of the Trade]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Commanding Officer|Commanding Officer]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Command|Command]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Psionic Abilities|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Psionic Abilities]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Inner Fire|Inner Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Kinetic Blast|Kinetic Blast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Fray|Mind Fray]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Merge|Mind Merge]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Neural Feedback|Neural Feedback]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Inspire|Psi Inspire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Mastery|Psi Mastery]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Panic|Psi Panic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Rift|Rift]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Telekinetic Field|Telekinetic Field]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Positive Quirks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Positive Quirks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Negative Quirks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Negative Quirks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Death Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Death Perks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Unique Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Unique Perks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Perks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Absorption Fields&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Absorption Fields (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ace&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ace (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Tech&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Tech (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Aggression&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Aggression (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Arsenal&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Arsenal (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Awareness&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Awareness (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Blast (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Body Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Body Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC Suits]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brawler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Brawler (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Breacher&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Breacher (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bring &#039;Em On&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bring &#039;Em On (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bulletstorm&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bulletstorm (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bullseye&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bullseye (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burst&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Burst (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SMGs|SMGs]], [[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]], [[Weapons (LWR)#Vulcan Cannons|Vulcan Cannons]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Close Combat Specialist&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Close Combat Specialist (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Close Encounters&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Close Encounters (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Collateral Damage&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Collateral Damage (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combat Drugs&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Combat Drugs (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Critical System Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Critical System Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage Control&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Damage Control (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|Aegis Armor]], [[Armor (LWR)#MEC exoskeletons|Titan Armor]], [[Armor (LWR)#MEC exoskeletons|HMEC Suits]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dampening Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dampening Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Goliath (LWR)|Goliath]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Danger Zone&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Danger Zone (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#LMGs|LMGs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dash and Bash&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dash and Bash (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dense Smoke&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dense Smoke (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Disabling Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Disabling Shot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Double Tap&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Double Tap (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Executioner&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Executioner (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Extra Conditioning&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Extra Conditioning (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fast and Furious&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fast and Furious (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Situation Room (LWR)#Covert Operations|Covert Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Field Medic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Field Medic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Final Stand&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Final Stand (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]] on a final mission&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fire Rocket&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fire Rocket (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Flight (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|Hover SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]], [[Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fortified&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fortified (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fragmentation&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fragmentation (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039;  [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gattler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Gattler (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ghost&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ghost (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grapple&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grapple (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment:&#039;&#039;&#039; [[Armor (LWR)#Light Armor|Kestrel Armor]], [[Armor (LWR)#Light Armor|Banshee Armor]], [[Armor (LWR)#Light Armor|Corsair Armor]], [[Armor (LWR)#Light Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grenadier&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grenadier (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039;  [[Gunner (LWR)|Gunner]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Guardian&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Guardian (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hardened&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hardened (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[MEC Trooper (LWR)|MEC Troopers]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;HEAT Warheads&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{HEAT Warheads (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hit and Run&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hit and Run (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Holo Rounds&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Holo Rounds (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hunter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hunter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Impact&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Impact (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;In The Zone&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{In The Zone (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Jetboot Module&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jetboot Module (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Killer Instinct&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Killer Instinct (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Kitted&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Kitted (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Light &#039;Em Up&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Light &#039;Em Up (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock n&#039; Load&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Lock n&#039; Load (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039;  [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], All [[Alien Life Forms (LWR)#Exalt Operative|Exalt Soldiers]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lone Wolf&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Lone Wolf (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Low Profile&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Low Profile (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039;  [[Alien Life Forms (LWR)#Thin_Man|Thin Man]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magnum&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Magnum (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maim&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Maim (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Pistols|Pistols]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Master Mechanic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Master Mechanic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mayhem&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mayhem (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mechanic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mechanic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;One For All&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{One For All (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[MEC Trooper (LWR)|MEC Troopers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Onslaught&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Onslaught (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;On The Ready&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{On The Ready (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Opportunist&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Opportunist (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Overload (Long War Rebalance) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Arc and Stun Rifles|Arc Rifle]], [[Weapons (LWR)#Pistols|Arc Pistol]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pathfinder&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pathfinder (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Payload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Payload (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Penetrator&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Penetrator (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Ballistic/Gauss Special Ammunition|Armor Piercing Ammo]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Platform Stability&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Platform Stability (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Weapon Attachments|Alloy Bipod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pistolero&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pistolero (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Precision Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Precision Shot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pyro&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pyro (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ram&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ram (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ranger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ranger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Encounters&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rapid Encounters (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rapid Fire (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reactive Targeting Sensors&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reactive Targeting Sensors (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ready For Anything&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ready For Anything (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reconnaissance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reconnaissance (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repair&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repair (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repair Servos&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repair Servos (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repulsor&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repulsor (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Armor|Banshee Armor]], [[Equipment (LWR)#Armor|Corsair Armor]], [[Equipment (LWR)#Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Robotic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Robotic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Run and Gun&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Run and Gun (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sapper&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sapper (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Savior&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Savior (LWR) |align=center |text=1|topbotpad=10}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sentinel&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sentinel (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sentry&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sentry (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadowstep&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shadowstep (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment:&#039;&#039;&#039; [[Equipment (LWR)#Miscellaneous gear|Chameleon Vest]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sharpshooter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sharpshooter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Medic (LWR)|Medic]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shock And Awe&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shock And Awe (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shredder&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]], [[Weapons (LWR)#Assault Rifles|Plasma Weapons]], [[Equipment (LWR)#Special Ammunition|Shredder Ammo]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Smoke and Mirrors&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Smoke And Mirrors (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Snapshot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Snapshot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sprinter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sprinter (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All [[Alien Life Forms (LWR)|Alien Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Non-Weapon Passive Equipment|Elerium Turbos]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Squadsight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Squadsight (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Sightings|Marksmen Scope]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steadfast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Steadfast (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Suppression (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Surgical Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Surgical Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sustain&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sustain (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tactical Mobility&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tactical Mobility (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]],&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]], [[Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tandem Warheads&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tandem Warheads (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tenacious Defense&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tenacious Defense (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tinker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tinker (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tracker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tracker (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Proximity Sensor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vital Point Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Vital Point Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]],&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Will To Survive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Will To Survive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Only Perks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acidic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acidic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Immune&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Immune (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Spit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Spit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Agile&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Agile (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Alien Grenade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Grenade (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Alien Shred&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blood Call&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Blood Call (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bloodlust&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bloodlust (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brute&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Brute (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cannon Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cannon Fire (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cloak Screen&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cloak Screen (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin Man|Thin Man]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Death Explosion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Death Explosion (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Deflection Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Deflection Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Eagle Eye&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Eagle Eye (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Explosive Shots&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Explosive Shots (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Cyberdisc|Cyberdiscs]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoids]], [[Alien Life Forms (LWR)#Sectopod|Sectopods]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fractal Spawn&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fractal Spawn (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Outsider|Outsider Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Growth (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gunslinger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Gunslinger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hive Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hive Mind (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Launch&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Launch (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Leap&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Leap (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Thin Man|Thin Man]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mortar Barrage&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mortar Barrage (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Orbital Ray&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Orbital Ray (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overdrive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Overdrive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plasma Ranger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Plasma Ranger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Sectoid Commanders|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plasma Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Plasma Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)|All Alien Champions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Fade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Fade (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pursuit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pursuit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalids]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reconstruction Protocol&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reconstruction Protocol (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadowshot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shadowshot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shoot to Kill&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shoot to Kill (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All [[Alien Life Forms (LWR)|Aliens]] on base defense missions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Skitter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Skitter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stealth&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stealth (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Seeker|Seeker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Strangle&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Strangle (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Seeker|Seeker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stun Immune&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stun Immune (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Zombie|Zombie]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression Tactics&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Suppression Tactics (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Taunt&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Taunt (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Transform&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Transform (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical Drive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Vertical Drive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
&#039;&#039;(See also: [[Gene Mods (LWR)|Gene Mods]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Adrenal Neurosympathy&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Adrenal Neurosympathy (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Advanced Perception&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Advanced Perception (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dual Heart&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dual Heart (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enhanced Metabolism&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Enhanced Metabolism (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Iron Skin&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Iron Skin (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Muscle Amp&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Muscle Amp (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Neural Damping&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Neural Damping (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Predictive Tracking&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Predictive Tracking (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Regenesis&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Regenesis (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Smart Macrophages&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Smart Macrophages (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Officer Training==&lt;br /&gt;
&#039;&#039;(See also: [[Officers (LWR)|Officers]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Commanding Officer&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Commanding Officer (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Command&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Command (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Air Strike&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Air Strike (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tactical Retreat&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tactical Retreat (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Camaraderie&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Camaraderie (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Clutch Leadership&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Clutch Leadership (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combined Arms&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Combined Arms (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;amp;nbsp;&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All  [[Alien Life Forms (LWR)|Alien Champions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cover Tactics&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cover Tactics (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cover Tenacity&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cover Tenacity (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Natural Leadership&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Natural Leadership (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Show &#039;Em the Ropes&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Show &#039;Em the Ropes (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stay Frosty&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stay Frosty (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Strength in Numbers&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Strength in Numbers (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tricks of the Trade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tricks of the Trade (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
&#039;&#039;(See also: [[Psionic (LWR)|Psionics]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Chain Panic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Chain Panic (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Countercharge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Countercharge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Distortion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Distortion (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enthrall&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Enthrall (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater Mind Merge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Greater Mind Merge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Inner Fire (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Insentient Crush&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Insentient Crush (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Kinetic Blast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Kinetic Blast (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Control&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Control (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien_Life_Forms_(LWR)#Uber_Ethereal|Uber Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Fray&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Fray (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Merge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Merge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Rend&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Rend (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Inspire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Inspire (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Lance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Lance (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Mastery&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Mastery (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Panic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Panic (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Surge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Surge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Storm&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Storm (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Tether&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Tether (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Wave&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Wave (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rift&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rift (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Telekinetic Field&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Telekinetic Field (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Uber&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Uber (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien_Life_Forms_(LWR)#Uber_Ethereal|Uber Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Positive Quirks ==&lt;br /&gt;
===Generic===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Armorer&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armorer:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The use of nanobots to repair armor is similar to past experience this soldier has. Repairs to units that still have armor HP repair 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer that repaired/healed in mission, non-luddite&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Baller&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Baller:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier was a competitive sports player in their past and their experience carries over. Grants +15% throw range.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: SnM/Grenadier, non-Maladroit&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Boosted Cores&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Boosted Cores:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier personally modifies the explosives they bring into missions. Grants +1 damage to all explosives.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Grenadier&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brawny&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Brawny:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has hit the gym and it shows. Grants +2 base HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Base HP &amp;gt; 6&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ceaseless&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ceaseless:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit works best under pressure. Grants a 15% chance per enemy in sight for reloading to be a free action.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following classes: ITZ Sniper, HNR/Bullseye Scout, Infantry, Assault, LEU Rocketeer, Gunner, Sentinel/Pistolero/RapidFire Medic, DT Engineer, Jaeger, CCS/DnB Marauder, DT/Sentry Goliath&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combat Technician&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Technician:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This Engineer is comfortable working in a combat situation. If they have the Mechanic subspecialization of Endurance, the passive heal restores 35% of damage taken (instead of 25%).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Conflaguration&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Conflaguration:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The hotter the flame the better. This unit has modified their flamethrowers to deal +2 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Pyro Jaeger&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Crack Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crack Shot:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is a master at connecting their shots. Shots from this soldier never [[Other_Abilities_(LWR)#Graze|graze]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sharpshooter&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Critical Analysis&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Critical Analysis:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is an expert at spotting even the smallest weakness in enemies. Grants +15 crit.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not SnM/Grenadier/Sentry/Mayhem&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Entrenchment&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Entrenchment:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit has learned how to quickly maximize cover when aiming. Grants +50 defense when steadying a weapon in cover.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: OTR Sniper / Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fascination with ALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fascination with&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a passion for studying &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039;. Their shots deal 50% more weapon damage against &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039;. All incoming attacks from &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; graze, dealing half of their original damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Thin Men, Floaters (including Heavy Floaters), Outsiders, Chryssalids, Mutons (including Muton Elites), Seekers, Cyberdiscs, Mechtoids, Berserkers, Sectopods.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fascination with PSIALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fascination with&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a passion for studying &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039;. Their shots deal 50% more weapon damage against &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039;. All incoming psionic attacks from &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; have their damage reduced by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Sectoids (including Sectoid Commanders), Ethereals.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Keen Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keen Mind:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is quick to learn and has seen a lot. Grants +30% xp from all sources. [[Management_(LWR)#Retiring|If they retire, double their missions are added to the OTS mission pool.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Simple&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lucky&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
For this soldier, things always seem to work out. Grants a 20% chance for any miss to hit instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Unlucky and high luck score after missions&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Meld Infused&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Meld Infused:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has been infused with meld granting bonus stats: +2 mob, +10 aim, +20 will, +5 HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: event-exclusive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mental Dominion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mental Dominion:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has superior control of their own mind. If an enemy [[Abilities_List_(LWR)#Mind_Control|Mind Controls]] this soldier, this soldier immediately breaks the control without consequence. [[Abilities_List_(LWR)#Enthrall|Enthrall]], [[Abilities_List_(LWR)#Psi Panic|Psi Panic]], and [[Abilities_List_(LWR)#Mind_Fray|Mind fray]] have no effect on this soldier.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Officer, MEC Trooper or Psion. Additionaly, XCOM must have a Sectoid Commander or Ethereal corpse in inventory&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Nanobot Mastery&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nanobot Mastery:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit understands how medikits work better than most experts. Heals from this unit are not reduced by healing fatigue.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Medic who healed someone during the mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;On Target&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;On Target:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has learned to be proactive during engagements. Grants a 20% chance for this soldier to [[Other_Abilities_(LWR)#Steady_Weapon|steady]] their weapon at the end of their turn if they are idle.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: OTR Sniper, Bullseye Scout/Shogun, Sentinel Infantry, LEU Rocketeer, DT Engineer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pain is Temporary&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pain is Temporary:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier just wants to get back at it and can ignore pain. Reduces injury times by 70%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier injured during the mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Passionate&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passionate:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a smoldering hatred for the aliens and their invasion. They have a 5% chance to [[Other_Abilities_(LWR)#Enrage|enrage]] every turn an enemy is in sight.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not SNM/Sentinel/Sentry&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pistol Pro&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pistol Pro:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier knows how to use a pistol, and how to use it well. Grants +2 damage to all pistol shots.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: Magnum Sniper, HNR+Ranger Scout, Pistolero/Ranger Assault, Pistolero Medic&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Prevail&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prevail:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier turns on when the stakes are the highest. Doubles the bonuses granted by the [[Abilities_List_(LWR)#Bring_.27Em_On|Bring &#039;Em On]] perk.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quick Burn&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Burn:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit has the adrenaline pumping at the beginning of each mission. Grants a bonus of +3.3 mobility at the start of each mission which decreases by 0.6 mobility each turn until the bonus reaches 0 mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Hesitant&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quick Foot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Foot:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has learned how to be quick on their feet. Grants +0.6 base mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: mobility &amp;gt; 15.3&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Reaction&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has exceptional reaction and target acquisition skills. Grants an additional reaction shot on overwatch if this soldier has the [[Abilities_List_(LWR)#Sentinel|Sentinel]] perk.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sentinel&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Receptive Patient&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Receptive Patient:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier responds well to the nanobots in medikits. Medikits used on this unit heal 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Challening Patient, not MEC Trooper, Will to Survive, was healed on this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resolute Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resolute Mind:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has gained incredible control over their mind. Grants +10 base will.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: will &amp;gt; 40&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rocketinker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rocketinker:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier creates their own custom made rockets, increasing their range by 20%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slugger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slugger:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has gained a natural feel for using the [[Equipment_(LWR)#Large_Equipment_.28MEC.29|KSM]]. Melee attacks deal +30% weapon damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Marauder&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Something To Fight For&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Something To Fight For:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A newborn child has increased this soldier&#039;s dedication to seeing the XCOM project achieve victory. Reduces fatigue accumulation by 35%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Event-exclusive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stalker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stalker:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has special skill in attacking their enemies when from a hidden position. Shooting while [[Other_Abilities_(LWR)#Hidden|hidden]] grants an additional +4 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Jaeger&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steady Hands&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steady Hands:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When steadying, this soldier can calm his breathing and lock his hands in place, allowing them to accurately target enemy weak points. Grants an additional +50 aim when [[Other_Abilities_(LWR)#Steady_Weapon|steadying]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sniper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression Prodigy&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suppression Prodigy:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a natural talent for applying [[Other_Abilities_(LWR)#Suppressive_Fire|suppressive fire]]. [[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive]] fire deals +1 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Mayhem Gunner&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Surgeon&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surgeon:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has developed a natural skill for dealing with serious wounds. Medikits on units that are missing some base HP heal 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Guardian Medic / Kitted soldier that is not Squeamish and has healed someone in this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The Mountain&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Mountain:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has perfected becoming an immobile shield. Grants 10% DR while in [[Abilities_List_(LWR)#One_For_All|One For All]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: Marauder, Goliath, Shogun&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Turtler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Turtler:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has become more alert and wary in engagements. They will [[Other_Abilities_(LWR)#Hunker_Down|hunker]] anytime they end a turn with an enemy in view while idle in cover.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Engineer, not MEC Trooper, no Countercharge/Pistolero/RFA/OTR/WTS, unit must have taken damage this misson and be of rank cpl or above&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unload:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier can fire multiple rounds into targets. Shots from this soldier have a 10% chance to cost 0 AP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: HNR Scout, non-Sentinel Infantry, Assault, LEU Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unyielding&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unyielding:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier can take incredible amounts of punishment and still hang on. Everytime this unit is damaged in a turn, it gains an additively stacking 10% chance for incoming attacks to [[Other_Abilities_(LWR)#Graze|graze]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier damaged this mission and has Fortified or Will to Survive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Officer ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Omnipresent Command&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Omnipresent Command:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander has exceptional control of engagements on the battlefield. [[Abilities_List_(LWR)#Commanding_Officer|Commanding Officer]] (0 AP end-in-idle actions) triggers also occur on units that are out of sight.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer ends mission with 0 command charges&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luminary&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Luminary:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander has a naturally inspiring way. Grants an additional [[Abilities_List_(LWR)#Command|Command Charge]] during each mission.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer ends mission with 0 command charges&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cool Commander&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cool Commander:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander doesn&#039;t sweat the hardships of command. Reduces fatigue accumulation by 35%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer with Stay Frosty&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Prepared for the Worst&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepared for the Worst:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander is always on the ready if things get too hairy for their men. Anytime a soldier drops, this commander gains [[Abilities_List_(LWR)#Command|2 command charges]]. [[Other_Abilities_(LWR)#Tactical_Retreat|Tactical retreats]] occur in a single turn. Once called, this commander gains [[Abilities_List_(LWR)#Command|5 command charges]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer not Overconfident&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Sensitivity&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Sensitivity:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion has an easier time sensing enemy brain activity. Triggers of [[Abilities_List_(LWR)#Countercharge|countercharge]] occur 50% more often and deal +2 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Countercharge&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Strength&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Strength:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion has unsually strong neural activity. Grants +1 damage to [[Abilities_List_(LWR)#Countercharge|Countercharge]], [[Abilities_List_(LWR)#Mind_Fray|Mind Fray]], and [[Abilities_List_(LWR)#Psychokinetic_Strike|Kinetic Blast]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Kinetic Blast&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Breacher&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Breacher:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion finds it easy to access and distort the minds of others. Grants +30% hit chance to [[Abilities_List_(LWR)#Mind_Fray|Mind Fray]] and [[Abilities_List_(LWR)#Psi_Panic|Psi Panic.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Mind Fray or Countercharge&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Gene-modded ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steel Skin&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steel Skin:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier&#039;s [[Abilities_List_(LWR)#Iron_Skin|Iron Skin]] modification has mutated to an even denser form. Grants +10 additional base DR if this soldier has the [[Abilities_List_(LWR)#Iron_Skin|Iron Skin]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Iron Skin&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Superdense Muscles&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superdense Muscles:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier took extremely well to the meld infusion in their leg muscles. Grants an extra +1.3 mobility if this soldier has the [[Abilities_List_(LWR)#Muscle_Amp|Muscle Amp]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Muscle Amp&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Uncanny Foresight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Uncanny Foresight:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier&#039;s eye modifications give incredible predictive capacity. Grants an additional +10 aim to reaction shots if this soldier has the [[Abilities_List_(LWR)#Predictive_Tracking|Predictive Tracking]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Predictive Tracking&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== MEC ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Synaptic Fusion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synaptic Fusion:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fusions of synapses have drastically increased the efficiency of this unit&#039;s neural framework. The result is 50% faster experience gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: MEC Trooper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Negative Quirks ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Challenging Patient&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Challenging Patient:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier responds poorly to the nanobots in medikits. Medikits used on this unit heal 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Receptive Patient, not MEC Trooper, Will to Survive, was healed on this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fear of ALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fear of&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has an irrational fear of &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039;. When they encounter &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039;, their will drops to 0 and they lose 1 action point. The will loss lasts until that enemy is incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Sectoids (including Sectoid Commanders), Thin Men, Floaters (including Heavy Floaters), Outsiders, Chryssalids, Mutons (including Muton Elites), Seekers, Cyberdiscs, Mechtoids, Berserkers, Sectopods, Ethereals.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Feeble&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeble:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
War has taken its tole on this soldier and they don&#039;t have the constitution they used. Reduces base HP by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires:  Base HP &amp;gt; 5&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Green Lung&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Green Lung:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier experienced a hypersensitivity to the alien fumes causing some permanent lung damage. Increases fatigue times by 30%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not MEC Trooper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hesitant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hesitant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier takes a while to get the adrenaline pumping and engage fully. Grants a malus of -3.3 mobility at the start of each mission but then regains 0.6 mobility each turn until the malus reaches 0 mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Quick Burn&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Immunocompromised&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Immunocompromised:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has acquired an alien illness that impairs wound healing. Doubles injury times.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier injured this mission, not MEC Trooper.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luddite&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Luddite:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier gets confused with some of the newer technology. Repairs to units that are missing some base HP repair 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer that repaired/healed someone this mission, not Armorer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maladroit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maladroit:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has never been exceptional at throwing. Grants -10% throw range.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: SnM/Grenadier, non-baller&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overconfident&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Overconfident:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander commits hastily and rarely thinks of retreat. Tactical retreats take 1 turn longer.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer not Prepared for the Worst&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Simple&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Simple:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier takes a little longer to grasp new concepts. Grants -15% xp from all sources. If they retire, only half their missions are added to the OTS mission pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: non Keen Mind&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Squeamish&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Squeamish:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has seen too much blood. Medikits on units that are missing some base HP heals 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Guardian Medic / Kitted soldier that is not Surgeon and has healed someone in this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tunnel Vision&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tunnel Vision:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stress of combat can overwhelm this soldier. Reduces crit chance by 15.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unlucky&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unlucky:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier sometimes messes up even when it seems impossible to do so. Grants a 5% chance for any hit to miss instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Lucky and low luck score after missions&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;War Weariness&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;War Weariness:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
War can wear the shine off of any soldier. Reduces base mobility by 0.6.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Weak-Willed&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weak-Willed:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has trouble focusing and resisting psionic attacks. Reduces base will by 10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death Perks ==&lt;br /&gt;
&lt;br /&gt;
The Chance to recieve a death perk seems to be calculated as followed:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Number of dead Soldiers in this mission)&#039;&#039;&#039; x &#039;&#039;&#039;(Number of Ranks of said dead Soldiers)&#039;&#039;&#039; &#039;&#039;&#039;x3&#039;&#039;&#039; if the mission was a failure, &#039;&#039;&#039;x1&#039;&#039;&#039; otherwise, checked against a random number it has to beat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is also worth noting that it seems the game will try to roll for every death perk in order, starting with &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; and ending with &#039;&#039;&#039;Unhinged&#039;&#039;&#039;, rerolling the random number every time it does so. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note that this is just an interpretation of the code when seen in UE Explorer and may not be accurate of what is actually going on.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ever Vigilant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ever Vigilant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has seen death and is more vigilant because of it. Gains a 20% chance for all shots to graze, dealing half their original damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 1st. Random Number: 0-199&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Survivor&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Survivor:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier survived some bloody battles, increasing resilience. Gains %DR equal to a quarter of the % total HP lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 2nd. Random Number: 0-249&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Avenger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Avenger:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier had comrades killed during battle and plans to never let it happen again. Gains +1 crit damage and +10% throw range.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 3rd. Random Number: 0-299&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resolute&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resolute:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier lost comrades in the war and has gained an unwavering resolve. Gains +50% xp from all missions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 4th. Random Number: 0-349&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vindicator&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vindicator:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier lost friends dear to them and wants justice. Grants +10 crit and +2 crit damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 5th. Random Number: 0-399&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Defiant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defiant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has vowed to let nothing get in the way ever again. Permanent immunity to Psychic Tether, fatigue, and exhausted.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 6th. Random Number: 0-449&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Perseverance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perseverance:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier will not stop until the alien threat is eliminated. Fatigue and injury times reduced by 50%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 7th. Random Number: 0-499&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unhinged&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unhinged:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has witnessed extreme violence and has found a love for it. Grants +1 damage for every 2 enemies in vision to all weapons and equipment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 8th. Random Number: 0-549&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unique Perks ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Hans Graf - &#039;&#039;&#039;Practiced Ease&#039;&#039;&#039;: +10% crit chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Stanislav Orlov - &#039;&#039;&#039;Natural Killer&#039;&#039;&#039;: +1 damage against targets at or below 50% HP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Hank Miller - &#039;&#039;&#039;Relentless&#039;&#039;&#039;: 25% chance for missed standard shots to be free actions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Shaojie Zhang  - &#039;&#039;&#039;Ex Triad&#039;&#039;&#039;: +2 damage with pistols.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Annette Durand - &#039;&#039;&#039;Driven By Pressure&#039;&#039;&#039;: Gain +20 will if there are 2 or more enemies in sight.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Peter Van Doorn - &#039;&#039;&#039;Cool Under Pressure&#039;&#039;&#039;: (Enemies in sight)% for end-in-idle actions to be free actions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Marta Kovac - &#039;&#039;&#039;Street Orphan&#039;&#039;&#039;: Years of malnutrition and a harsh environment has left this soldier worse for wear: +10% fatigue accumulation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=125849</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=125849"/>
		<updated>2026-01-04T04:02:31Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Champion (Level 9) Alien Leaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File:LWRthinman.png|right|500px]]&lt;br /&gt;
==Alien Pods==&lt;br /&gt;
 &lt;br /&gt;
===Pod Composition===&lt;br /&gt;
Pods are comprised of one &#039;&#039;&#039;pod leader&#039;&#039;&#039; (who can be upgraded into an [[Alien_Life_Forms_(LWR)#Alien Leaders|Alien Leader]] and gain several perks and stats) and several regular troopers whose type is often related to the leader (also called &#039;&#039;&#039;followers&#039;&#039;&#039;, who can also be upgraded into Alien Leaders [[Alien_Life_Forms_(LWR)#Chance for an Alien Leader|from AL6 onwards]]).&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] often contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned.&lt;br /&gt;
&lt;br /&gt;
===Pod Behaviour===&lt;br /&gt;
&lt;br /&gt;
All pods begin not activated, that is, aliens move or stay together and don&#039;t attempt to take cover or shoot XCOM soldiers (though they may shoot civilians, if any). An exception is drop-in pods, arriving during a mission, which activate immediately upon arrival if they see any XCOM soldier, but may activate or not, randomly, otherwise. Activation can&#039;t ever be undone, even if line of sight to XCOM soldiers is completely broken. XCOM is aware of every activation, with a close-up scene playing, even if none of the pod aliens are seen by soldiers. Upon activation, a pod [[Other_Abilities_(LWR)#Scamper|scampers]], which may cause &#039;&#039;&#039;chain activation&#039;&#039;&#039; of other pods in the area. &lt;br /&gt;
&lt;br /&gt;
A pod activates immediately if and only if any of its members at any point in time: sees an XCOM soldier (but the reverse visibility doesn&#039;t matter) or sees another pod that just got activated this way, is significantly affected by anybody (direct hit, explosive damage including friendly fire, suppression, holo, etc., but not battle scanner), is shot at and missed. A pod activates at the end of the alien&#039;s turn if any of its members sees another activated alien or notices a corpse of an alien killed during the mission. Note that unactivated pods are &#039;&#039;&#039;not&#039;&#039;&#039; activated by aliens calling for help nor by bumping into other unactivated pods.  &lt;br /&gt;
&lt;br /&gt;
While members of an activated pod do not coordinate among themselves any better than disparate aliens from different pods would, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3, depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode at least until they can see XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back. Note that retreating aliens never call for help, but they activate any pods they run into all the same, see &#039;&#039;&#039;chain activation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back and out of sight of the aliens, they&#039;ll call for reinforcements to hunt XCOM soldiers down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, will activate at some point in a normal way and attack the soldiers, and short of retreating or being wiped out, the only possibility left for XCOM is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
===Pod Size &amp;amp; Distribution===&lt;br /&gt;
A single pod can contain any number of aliens between 1 and 8.&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded. This has the largest effect during early Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, missions taking place while pod sizes are small typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods.  &lt;br /&gt;
&lt;br /&gt;
As well, while most of the time these pod restrictions are followed, various factors can lead pod sizes to vary from the general trend.&lt;br /&gt;
&lt;br /&gt;
The number of aliens on every mission is restricted to between 3 x Num_pods to 8 x Num_pods, and a minimum of 3 aliens.&lt;br /&gt;
&lt;br /&gt;
===Pod Types===&lt;br /&gt;
&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods, and Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Missions_(LWR)#Exalt_Missions|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(LWR)#Terror_Site|Terror Sites]] &amp;amp; [[Missions_(LWR)#Exalt_Missions|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror Pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains Chryssalids and Zombies, which in turn occur only in terror pods, at any level. Exalt also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Be warned: if a Command Pod spots XCOM and activates, it will immediately call all remaining alien forces on the map to its current location; this makes an early engagement against the command pod a risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exalt&#039;&#039;&#039; Pods: While Exalt have a chance of appearing in Terror Pods, they appear most often in [[Missions_(LWR)#Exalt_Missions|Covert Operations]]. All covert operations include drop ins of lone Exalt operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).&lt;br /&gt;
&lt;br /&gt;
==Alien Appearances==&lt;br /&gt;
&lt;br /&gt;
Each pod created in the game has a chance to consist of different alien types. This changes the higher the [[Alien_Level_(LWR)|Alien Level]] is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has to be a leader of a pod at each Alien Level.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Alien Appearance Weightings&#039;&#039;&#039; table, the number in brackets beside each alien type is their relative weighting change.  As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (10) / (10 + 3 + 10 + 10 + 15 + 10) = 10 / 58 = 0.172. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the &#039;&#039;&#039;Alien Appearance Chances&#039;&#039;&#039; table.&lt;br /&gt;
&lt;br /&gt;
Note that certain aliens can be scripted to appear on missions and will not rely on this table. An example of this is Cyberdiscs, Mechtoids, Muton Elites, Sectoid Commanders, and Ethereals appearing on UFO missions based on the number of months passed instead of alien level. These guaranteed pods will always be a 2 unit pod and will usually be listed after the outsiders on UFO Intelligence if the hyperwave encoder is built.&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Weightings===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #fff; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Weightings&lt;br /&gt;
|-  &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Cumulative Weighting&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Weighting Change)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 1&#039;&#039;&#039; || 17 || Sectoid (10) || Drone (3) || Thinman (2) || Floater (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 2&#039;&#039;&#039; || 38 || Thinman (8) || Floater (8) || Muton (5)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 3&#039;&#039;&#039; || 58 || Muton (10) || Seeker (10)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 4&#039;&#039;&#039; || 73 || Cyberdisc (15)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 5&#039;&#039;&#039; || 103 || Thinman (5) || Muton (-5) || Mechtoid (15) || Berserker (15) &lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 6&#039;&#039;&#039; || 147 || Sectoid (-7) || Thinman (10) || Floater (-2) || Muton (-7) || Muton Elite (25) || Sectoid Commander (25) &lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 7&#039;&#039;&#039; || 162 || Floater (-5) || Heavy Floater (20) &lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 8&#039;&#039;&#039; || 177 || Sectopod (15)  &lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 9&#039;&#039;&#039; || 207 || Sectopod (15) || Ethereal (15)   &lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 10&#039;&#039;&#039; || 222 || Ethereal (15)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Chances===&lt;br /&gt;
&lt;br /&gt;
[[File:AlienAppearanceProbabilities1.56.png|left|thumb|800px|&#039;&#039;&#039;Alien Appearance Chances&#039;&#039;&#039;]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; role=&amp;quot;presentation&amp;quot; style=&amp;quot;text-align: center; width:700px; margin:0; &lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:4px 8px; border-bottom: 2px solid #aaa; background-color:#efefef;&amp;quot;&amp;quot; |&#039;&#039;&#039;&#039;&#039;Levels 1 to 5&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Chances&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Chance to Appear) -- rounded to nearest percentage&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 1&lt;br /&gt;
| &#039;&#039;&#039;Sectoid&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 59%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 12%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 2&lt;br /&gt;
| Sectoid / &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 26%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 13%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 8%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 3&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 26%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid / Thinman / Floater / &#039;&#039;&#039;Seeker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 17%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 4&lt;br /&gt;
| Muton / &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 21%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid / Thinman / Floater / Seeker&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 5&lt;br /&gt;
| &#039;&#039;&#039;Thinman&#039;&#039;&#039; / Cyberdisc / &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 15%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid / Floater / &#039;&#039;&#039;Muton&#039;&#039;&#039; / Seeker&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|- &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; role=&amp;quot;presentation&amp;quot; style=&amp;quot;text-align: center; width:700px; margin:0; &lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:4px 8px; border-bottom: 2px solid #aaa; background-color:#efefef;&amp;quot;&amp;quot; |&#039;&#039;&#039;&#039;&#039;Levels 6 to 15&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; width:76px;&amp;quot; | Level 6&lt;br /&gt;
| &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Muton Elite&#039;&#039;&#039; / &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 17%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Cyberdisc / Mechtoid / Berserker&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Sectoid&#039;&#039;&#039; / Drone / &#039;&#039;&#039;Muton&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 7&lt;br /&gt;
|  Thinman / Muton Elite / Sectoid Commander &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 15%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 12%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc / Mechtoid / Berserker&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 6%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid / Drone / &#039;&#039;&#039;Floater&#039;&#039;&#039; / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 8&lt;br /&gt;
| Thinman / Muton Elite / Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Cyberdisc / Mechtoid / Berserker / &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 8%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 6%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid / Drone / Floater / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 9&lt;br /&gt;
|&#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Thinman / Muton Elite / Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 12%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc / Mechtoid / Berserker / &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid / Drone / Floater / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 10&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039; / Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Thinman / Muton Elite / Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Cyberdisc / Mechtoid / Berserker&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid / Drone / Floater / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Leaders ==&lt;br /&gt;
&lt;br /&gt;
=== Chance for an Alien Leader ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;percent chance for an Alien Leader&#039;&#039;&#039; to appear in each pod is: &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;3/4/5/6/7&#039;&#039;&#039; [for Easy/Classic/Brutal/Impossible/Pain] x (&#039;&#039;&#039;Alien Level&#039;&#039;&#039; + 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Leader Chance is multiplied by one tenth of the [[Alien_Level_(LWR)|Alien Level]]&#039;&#039;&#039; for the following Aliens: Cyberdiscs, Mechtoids, Sectoid Commanders, Sectopods, Ethereals. This is capped at AL10 giving them a 1x multiplier and thus making them have the same spawn rate as other leaders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Leader Chance is reduced by half&#039;&#039;&#039; if the Alien Level is equal to 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Leader Chance is set to 0%&#039;&#039;&#039; if the alien level is the first level this alien appears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Leader Chance is set to 100%&#039;&#039;&#039; on the following missions: Terror Sites, Alien Base Assaults, the Exalt Base Raid, and the Temple Ship Assault, regardless of alien level.&lt;br /&gt;
&lt;br /&gt;
[[File:Leaderchance1.56.gif|left|thumb|800px|&#039;&#039;&#039;Alien Leader Chances&#039;&#039;&#039;]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Alien Leaders:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At [[Alien_Level_(LWR)|Alien Level]] 6 and later there is a small chance for any followers in a pod to be upgraded into a leader. This percent chance per follower unit is: &lt;br /&gt;
&lt;br /&gt;
 (&#039;&#039;&#039;Alien Level&#039;&#039;&#039; - 5) x &#039;&#039;&#039;0/1/2/3/4&#039;&#039;&#039; [for Easy/Classic/Brutal/Impossible/Pain] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This chance is set to 0%&#039;&#039;&#039; if the alien level is the first level this alien appears unless the mission is a Terror Site, Alien Base Assault, the Exalt Base Raid, or the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
Half of the time these extra leaders will be leader level 1, and the other half of the time they will use the normal leader level formula but with the final level halved.&lt;br /&gt;
&lt;br /&gt;
Additionally, all Medium and larger UFOs have their own extra chance for non-leaders to become level 1 leaders. This chance is &#039;&#039;&#039;20%/40%/60%&#039;&#039;&#039; for Medium/Large/Very Large UFOs respectively.&lt;br /&gt;
&lt;br /&gt;
=== Alien Leader Level ===&lt;br /&gt;
&lt;br /&gt;
The formula to determine &#039;&#039;&#039;Leader Level&#039;&#039;&#039; is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Leader Level&#039;&#039;&#039; = (Alien Level + Rand(Alien Level))/2 + Modifiers&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty Modifier:&#039;&#039;&#039;&lt;br /&gt;
*Easy: -2 leader levels&lt;br /&gt;
*Classic: -1 leader levels&lt;br /&gt;
*Brutal: 0 leader levels&lt;br /&gt;
*Impossible: +1 leader levels&lt;br /&gt;
*Pain: +2 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO Size Modifier:&#039;&#039;&#039;&lt;br /&gt;
*Medium: +1 leader level&lt;br /&gt;
*Large: +2 leader levels&lt;br /&gt;
*Extra Large: +3 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror Site Modifier:&#039;&#039;&#039;&lt;br /&gt;
*+1 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Council Mission Modifier:&#039;&#039;&#039;&lt;br /&gt;
*leader levels halved&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Base and Temple Ship Assault&#039;&#039;&#039;&lt;br /&gt;
*Automatic leader level 8&lt;br /&gt;
&lt;br /&gt;
Bonus Leader Levels and Alien Level cannot make the Leader Level go higher than 8.&lt;br /&gt;
&lt;br /&gt;
=== Champion (Level 9) Alien Leaders ===&lt;br /&gt;
&lt;br /&gt;
After determining leader level, if the level is 8, there is a &#039;&#039;&#039;20%&#039;&#039;&#039; chance to be promoted to level 9 (max), which will produce a champion. This chance is increased to &#039;&#039;&#039;30%/40%/50%&#039;&#039;&#039; on Medium/Large/Very Large UFOs. This can only occur every 13/9/6/4/3 leaders (based on difficulty).&lt;br /&gt;
&lt;br /&gt;
The [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] will have preset Champion Alien Leaders. The [[Missions_(LWR)#Temple_Ship_Assault|Temple Ship Assault]] will have 2 guaranteed Champions (the [[Alien_Life_Forms_(LWR)#Uber_Ethereal|Uber]] and [[Alien_Life_Forms_(LWR)#Sectopod|Atlas]]) and other aliens will have their chance of promoting to champion increased to 100% (but still be capped in how often they can be promoted).&lt;br /&gt;
&lt;br /&gt;
=== Features of Alien Leaders ===&lt;br /&gt;
&lt;br /&gt;
Aliens leaders have purple HP and are identified in the HUD by taller alien head. Champion aliens (level 9 leaders) have gold HP. Both types of leaders usually have a plethora of bonus stats and perks, on top of guaranteed perks: &#039;&#039;Sprinter&#039;&#039; for all leaders, and &#039;&#039;Plasma Shield&#039;&#039; for all champions.&lt;br /&gt;
&lt;br /&gt;
{{Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
{{Plasma Shield (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
&lt;br /&gt;
Killing or capturing an alien leader provides the squad with [[Experience_(LWR)#Sources_of_Experience|&#039;&#039;&#039;additional xp&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Alien Armour HP==&lt;br /&gt;
&lt;br /&gt;
Alien forces are susceptible to taking injuries when losing health similar to XCOM forces. Like XCOM, aliens will begin to suffer &#039;[[Other_Abilities_(LWR)#Red_Fog|red fog]]&#039;, penalties to their statistics as they take damage. Certain alien and Exalt soldiers will have a portion of their overall health converted into armour health, meaning they will only be affected by red fog once they start taking damage into their base health.&lt;br /&gt;
&lt;br /&gt;
The conversion ratio will round down the final result. For example, if an alien has overall health of 7 and 30% of their overall health is converted into armour, that would translate into 2.1, which is then rounded down to 2. Meaning that alien will have 5 base health, and 2 armour health.&lt;br /&gt;
&lt;br /&gt;
Each individual enemy type listed below will indicate what their armour health is.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #fff; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Enemy Health to Armour Conversion&lt;br /&gt;
|-  &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Health Converted To Armour&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Enemies Affected&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;No Armour&#039;&#039;&#039; || Sectoid, Thinman, Zombie, Sectoid Commander, Ethereal, Uber Ethereal&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;20% &#039;&#039;&#039; || Outsider&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;30%&#039;&#039;&#039; || Floater, Berserker&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;40%&#039;&#039;&#039; || Exalt Soldiers&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;50%&#039;&#039;&#039; || Drone, Chryssalid, Muton, Seeker, Cyberdisc, Heavy Floater, Exalt SHIV&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;60%&#039;&#039;&#039; || Muton Elite&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;80%&#039;&#039;&#039; || Mechtoid, Sectopod&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alien Types==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; All stats shown here are without difficulty modifiers or perk effects, so some values may differ in the actual game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]] &lt;br /&gt;
|ammo=3  &lt;br /&gt;
}} &lt;br /&gt;
{{Unit Stat Skills LWR  &lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]] &lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Plasma Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance. &lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | base-hp=6 | armor-hp=0 | hp=6 | base-damage=5 |  base-pen=0 | base-aim=55 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 4 aim, 15 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Prodigy|picture=[[File:Sectoid (Blue) (LWR).png]]}} {{Leader Box LWR|name=Executioner|picture=[[File:Sectoid (Red) (LWR).png]]}} {{Leader Box LWR|name=Shadow|picture=[[File:Sectoid (Black) (LWR).png]]}} {{Leader Box LWR|name=Reticulan|picture=[[File:Sectoid (Gold) (LWR).png]]}}&lt;br /&gt;
Sectoid leaders often get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to use an action after a psionic ability, and complement this with extra will to better use their psionics. The exception is the Executioner, who, as the name implies, has &#039;&#039;Executioner&#039;&#039; and the aim to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=- | rank1-aim=- | rank1-will=+30  &lt;br /&gt;
| rank2-name=Executioner | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=- &lt;br /&gt;
| rank3-name=Shadow | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+10 | rank4-hp=+50 | rank4-aim=+40 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|executioner=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs, Mechtoids and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks.&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant defense from flying with damage reduction and ability to repair the pod leader can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=4 | base-damage=4 | base-pen=0 | base-aim=60| base-crit=0 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|reconstruction_protocol=1|comma=1}} &lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 2&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
{{Leader Box LWR|name=Assault Drone|picture=[[File:Drone (Blue) (LWR).png]]}} {{Leader Box LWR|name=Battle Drone|picture=[[File:Drone (Red) (LWR).png]]}} {{Leader Box LWR|name=Orbital Drone|picture=[[File:Drone (White) (LWR).png]]}} {{Leader Box LWR|name=Ultra Drone|picture=[[File:Drone (Gold) (LWR).png]]}}&lt;br /&gt;
Drone leaders universally have significantly higher firepower. Later leaders also become quite tanky with massive health gains.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+40 | rank3-will=-&lt;br /&gt;
|rank4-name=Ultra Drone | rank4-level=9 | rank4-damage=+12 | rank4-hp=+50 | rank4-aim=+30 | rank4-will=-&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; have high mobility and good stats all-around. They can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thin Men also have the &#039;&#039;Shadowshot&#039;&#039; ability, making Overwatch ineffective against their shots and allowing them to chip down any heavily armored targets with ease. While Overwatch is still triggered by their spit, movement and overwatching, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Some early game council missions tend to have disproportionally high numbers of Thin Men -- it is advised to bring engineers and medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
As the game goes on, Thin Men prove quite competent foes; their large crit growth and high mobility can easily punish a soldier that&#039;s out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thin Men have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.0 | hp=7 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=10 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|shadowshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 6 aim, 6 crit, 5 def&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Duelist|picture=[[File:Thin_Man_Duelist_(LWR).png]]}} {{Leader Box LWR|name=Sidewinder|picture=[[File:Sidewinder_(LWR).png]]}} {{Leader Box LWR|name=Whisper|picture=[[File:Thin Man (Blue) (LWR).png]]}} {{Leader Box LWR|name=Typhon|picture=[[File:Typhon_(LWR).png]]}}&lt;br /&gt;
Thin Man leaders all have &#039;&#039;Acid Tech&#039;&#039;, making their spit attack even more deadly and giving a chance to corrode on hit. Beyond that, most Thin Man leaders are harder targets to hit with &#039;&#039;Awareness&#039;&#039; besides the Sidewinder which is much tankier instead.&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Sidewinder | rank2-level=3 | rank2-damage=+4 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
| rank3-name=Whisper | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+10 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+10 | rank4-hp=+40 | rank4-aim=+30 | rank4-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acid_tech=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; perk, granting them extra defense while in flight or in cover until they take damage or become [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]]. This makes them quite elusive. They also get some bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives, unlike being in cover, flying does not give any DR as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=30 |  base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 1 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Ace|picture=[[File:Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Harrier|picture=[[File:Floater_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Reaver|picture=[[File:Floater (Black) (LWR).png]]}} {{Leader Box LWR|name=Warlord|picture=[[File:Reaver_Lord_(LWR).png]]}}&lt;br /&gt;
Floater leaders universally have much more threatening weapons with extra damage and either multiple shots from &#039;&#039;Light &#039;Em Up&#039;&#039; or extra damage on Overwatch shots from &#039;&#039;Sentry&#039;&#039;. They also tend to get pretty tanky at later leader levels, with the exception of the Reaver.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Harrier | rank2-level=3 | rank2-damage=+1 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+50 &lt;br /&gt;
| rank3-name=Reaver | rank3-level=6 | rank3-damage=+10 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+20&lt;br /&gt;
| rank4-name=Warlord | rank4-level=9 | rank4-damage=+15 | rank4-hp=+70 | rank4-aim=+30 | rank4-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have &#039;&#039;Close Combat Specialist&#039;&#039;, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will appear in much larger groups. They will also occasionally might not be found in the command room, but somewhere else instead.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.0 | hp=6 | base-damage=7 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=50&amp;lt;br&amp;gt;2 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|dampening_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_combat_specialist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|growth=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 4 aim, +0.5 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Navigator|picture=[[File:Outsider_Navigator_(LWR).png]]}} {{Leader Box LWR|name=Mechanist|picture=[[File:Outsider_Engineer_(LWR).png]]}} {{Leader Box LWR|name=Old Guard|picture=[[File:Outsider_Old_Guard_(LWR).png]]}} {{Leader Box LWR|name=Pioneer|picture=[[File:Outsider (Red) (LWR).png]]}} {{Leader Box LWR|name=Gladius|picture=[[File:Gladius_(LWR).png]]}}&lt;br /&gt;
Outsider leaders effectively act as mini-bosses with a potential plethora of bonus stats from a stronger &#039;&#039;Growth&#039;&#039; ability. Beyond the bonus to &#039;&#039;Growth&#039;&#039;, the Outsider leaders&#039; enhancements are entirely through perks (with the exception of the Pioneer and Gladius), with a strong focus on offensive perks.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Navigator | rank1-level=1 | rank1-damage=- | rank1-hp=- | rank1-aim=- | rank1-will=-&lt;br /&gt;
|rank2-name=Mechanist | rank2-level=3 | rank2-damage=- | rank2-hp=- | rank2-aim=- | rank2-will=-&lt;br /&gt;
|rank3-name=Old Guard | rank3-level=5 | rank3-damage=- | rank3-hp=- | rank3-aim=- | rank3-will=-&lt;br /&gt;
|rank4-name=Pioneer | rank4-level=7 | rank4-damage=+3 | rank4-hp=+30 | rank4-aim=+30 | rank4-will=+30&lt;br /&gt;
|rank5-name=Gladius | rank5-level=9 | rank5-damage=+8 | rank5-hp=+50 | rank5-aim=+50 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hive_mind=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank5-perks=&lt;br /&gt;
{{LWR Perk|fractal_spawn=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also have significant penetration and will corrode units on movement or hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Since their attacks will penetrate all DR, high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pursuit&#039;&#039; will, as the name implies, allow Chryssalids to pursue soldiers if they attempt to move away from them. A clever commander may be able to use this to their advantage, but otherwise it will be difficult to keep Chryssalids away once they&#039;ve closed the distance.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=10.6 | hp=6 | base-damage=5 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=20 | base-defense=30 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|stun_immune=1|comma=1}}&lt;br /&gt;
{{LWR Perk|acidic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|leap=1|comma=1}}&lt;br /&gt;
{{LWR Perk|agile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|pursuit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Charger|picture=[[File:Chryssalid_Charger_(LWR).png]]}} {{Leader Box LWR|name=Warrior|picture=[[File:Chryssalid_Warrior_(LWR).png]]}} {{Leader Box LWR|name=Hive Queen|picture=[[File:Hive_Queen_(LWR).png]]}} {{Leader Box LWR|name=Empress|picture=[[File:Hive_Empress_(LWR).png]]}}&lt;br /&gt;
Chryssalid leaders do more damage but also become much harder to take down at later leader levels due to great HP gains and defensive perks. All chryssalid leaders have the &#039;&#039;Skitter&#039;&#039; perk which lets them attempt to dodge incoming AoE abilities like grenades, rockets, flashbangs, flamethrowers and so on, as long as they have unobstructed (not in a smoke cloud) line of sight to the unit performing the action.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Charger | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=- | rank1-will=+5 &lt;br /&gt;
|rank2-name=Warrior | rank2-level=3 | rank2-damage=+1 | rank2-hp=+10 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+3 | rank3-hp=+30 | rank3-aim=- | rank3-will=- &lt;br /&gt;
|rank4-name=Empress | rank4-level=9 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=- | rank4-will=+10&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|skitter=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|skitter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|skitter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|skitter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage. At the beginning of the campaign zombies deal very low damage with their punches, but as the war drags on, they will eventually outscale the damage dealt by chryssalid melee attacks. Unlike other melee enemies, zombie punches have no penetration so high DR units can withstand part of their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: No bounty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=Auto | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|stun_immune=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;7 HP, 3 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR and crit resistance when protected by cover. &lt;br /&gt;
&lt;br /&gt;
Mutons have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them huge defense against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies of the same species in range as well as remove most of the debuffs they are affected by, it also heals a small portion of HP which can stop bleeding.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=16 | base-damage=6 | base-pen=0 | base-aim=60 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 5 aim, 5% base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Optio|picture=[[File:Muton_Optio_(LWR).png]]}} {{Leader Box LWR|name=Hoplite|picture=[[File:Muton_Sentry_(LWR).png]]}} {{Leader Box LWR|name=Decanus|picture=[[File:Muton_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Secutor|picture=[[File:Sargon_(LWR).png]]}}&lt;br /&gt;
Muton leaders are especially dangerous due to &#039;&#039;Taunt&#039;&#039;, which makes retreating difficult. This combines well with their overall resilience making them effective units at pinning XCOM units in an engagement. &lt;br /&gt;
&lt;br /&gt;
Muton leaders focus on becoming offensive powerhouses with a variety of perks that enable them to fire more often (and often with &#039;&#039;Shredder&#039;&#039;). They also gain large amounts of HP at later leader levels, which will be especially rough if &#039;&#039;Will to Survive&#039;&#039; is able to provide DR. &lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Optio | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Hoplite | rank2-level=3 | rank2-damage=- | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Decanus | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+20 &lt;br /&gt;
|rank4-name=Secutor | rank4-level=9 | rank4-damage=+10 | rank4-hp=+45 | rank4-aim=+30 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage and causing bleeding. As well, they form a protective cocoon when strangling making them difficult to dislodge. Seekers will only stop strangling once they take damage to their base HP and incur red fog.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. If not proximity sensor is available, XCOM units can use Combat Readiness to reveal any invisible seekers with a short range. Holo Rounds prevents Seekers from cloaking again, usually forcing them to resort to their pistols. Seekers can only stay cloaked for up to 3 turns before revealing themselves. 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;
Due to their significant crit malus they are not as deadly when flanking compared to many other alien units, but their base penetration means they can still deal reasonable damage from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=10 | base-damage=5 | base-pen=20 | base-aim=70 | base-crit=-50 | base-will=0 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 4&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 4 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Stalker|picture=[[File:Stalker_(LWR).png]]}} {{Leader Box LWR|name=Wraith|picture=[[File:Seeker (Brown) (LWR).png]]}} {{Leader Box LWR|name=Hydra|picture=[[File:Battle_Wraith_(LWR).png]]}} {{Leader Box LWR|name=Kraken|picture=[[File:Hydra_(LWR).png]]}}&lt;br /&gt;
Seeker leaders possess much more threatening weapons, and gain primarily offensive perks alongside high HP growth for later leader levels. Their high level leaders notably gain a lot of defense and the deadly &#039;&#039;Close Encounters&#039;&#039; perk that can lead to multiple attacks at close range. It is important to note that seeker strangle damage equals 25% of the seeker&#039;s HP, so strangles by high level leaders can lead to very quick (if not instant) deaths.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=- | rank1-will=- &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=- &lt;br /&gt;
|rank3-name=Hydra | rank3-level=6 | rank3-damage=+9 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=- &lt;br /&gt;
|rank4-name=Kraken | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+50 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by Drones and Seekers, and usually prefer to shoot rather than throwing their grenade.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage (further bolstered by their high crit chance, especially as the game goes on). They can transform between open and closed states: their open state is required to do any action besides movement and their closed state will grant them hardened, crit immunity, and +20 defense. If they take damage in their open state that exceeds 10% of their max HP, they will automatically close. However, they must open in order to act (though Overwatching units will fire before they open up, and they can go into overwatch while being closed). Thus, they are best dealt with through high damage single attacks (e.g. a Magnum sniper or units with Critical System Targeting) when open. &lt;br /&gt;
&lt;br /&gt;
As well, their shots are explosive and damage units near their target so spreading out is ideal.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply toss explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage and corrosion you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=28 | base-damage=8 | base-pen=10 | base-aim=90 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=15&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|transform=1|comma=1}}&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 5&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 2 damage, 10 aim, 10 crit, 10 pen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Rover|picture=[[File:Cyberdisc (White) (LWR).png]]}} {{Leader Box LWR|name=Gunship|picture=[[File:Cyberdisc_Gunship_(LWR).png]]}} {{Leader Box LWR|name=Dreadnought|picture=[[File:Dreadnought_(LWR).png]]}}&lt;br /&gt;
Cyberdisc leaders turn an already scary enemy into an even scarier one. Most of their perks are meager defensive ones, but the stat increases still make for a threatening opponent.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Rover | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=- &lt;br /&gt;
|rank2-name=Gunship | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=- &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+10 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|awareness=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid and Drone escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim. All mechtoids also have Lock&#039;n Load, which can catch an unaware commander by surprise.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Acid Grenades are also useful as Mechtoids have a significant amount of base DR and the corrosion will lower their accuracy and mobility.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health, in addition to mind merge&#039;s 50% graze chance, crit, mobility and aim. As a result, it is almost imperative that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
Like cyberdiscs their shots are explosive and damage units near their target.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 80% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=36 | base-damage=10 | base-pen=0 | base-aim=70 | base-crit=0 | base-will=50 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+1-2 | boost-armor-hp=+4-5 | boost-hp=+6 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+10 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1-2 | final-armor-hp=+4-5 | final-hp=+6 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+10 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;6 HP, 2 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vulcan|picture=[[File:Mechtoid (Brown) (LWR).png]]}} {{Leader Box LWR|name=Leviathan|picture=[[File:Leviathan_Mechtoid_(LWR).png]]}} {{Leader Box LWR|name=Colossus|picture=[[File:Colossus_(LWR).png]]}}&lt;br /&gt;
The Vulcan leader can be scary if it decides to flank given that it has &#039;&#039;Close Encounters&#039;&#039;, but at least has meager stat increases. Leviathan is incredibly difficult to take down with lots of extra defensive stats and &#039;&#039;Grit&#039;&#039; + &#039;&#039;Repair Servos&#039;&#039;, not to mention its higher damage per shot. The Colossus is a terrifying fusion of both.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Leviathan | rank2-level=5 | rank2-damage=+2 | rank2-hp=+30 | rank2-aim=- | rank2-will=+80 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+30 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear accompanied by mutons early on, their blood call synergy can turn encounters with them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Disorienting a Berserker will reduce its movement range to well below Concussion throw range, while also crippling its melee damage, so is a good way to neutralize a Berserker you&#039;re not ready to kill. Acid Grenades can achieve a weaker but situationally useful reduction to their mobility.&lt;br /&gt;
&lt;br /&gt;
Also, like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=28 | base-damage=10 | base-pen=100 | base-aim=Auto | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|bloodlust=1|comma=1}}&lt;br /&gt;
{{LWR Perk|brute=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 6&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 1 damage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Behemoth|picture=[[File:Alpha_Berserker_(LWR).png]]}} {{Leader Box LWR|name=Juggernaut|picture=[[File:Muton Berserker (White) (LWR).png]]}} {{Leader Box LWR|name=Mongo|picture=[[File:Mongo_(LWR).png]]}}&lt;br /&gt;
Berserker leaders possess &#039;&#039;Taunt&#039;&#039;, which can be difficult to work around at times given that the Berserker is liable to chase anyone who damages them to break it. They also become much harder to take down, either with &#039;&#039;Deflection Shield&#039;&#039; or the combination of &#039;&#039;Iron Skin&#039;&#039; + &#039;&#039;Grit&#039;&#039;. The Mongo is a fusion of both of these, while also having much more will to make them resistant to psionics.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Behemoth | rank1-level=1 | rank1-damage=+8 | rank1-hp=+5 | rank1-aim=- | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+4 | rank2-hp=+20 | rank2-aim=- | rank2-will=+10 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+12 | rank3-hp=+20 | rank3-aim=- | rank3-will=+70 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor/helmet and carrying a heavy plasma weapon.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;, though they cannot activate the ability themselves. All muton elites have &#039;&#039;danger zone&#039;&#039; so their suppression can paralyze clustered xcom units.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks, more hp and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tenacious_defense=1|comma=1}}&lt;br /&gt;
{{LWR Perk|mayhem=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;5 HP, 1 damage, 8 aim, 5 base DR&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Centurion|picture=[[File:Muton_Elite_Centurion_(LWR).png]]}} {{Leader Box LWR|name=Praetorian|picture=[[File:Muton Elite (Blue) (LWR).png]]}} {{Leader Box LWR|name=Legate|picture=[[File:Bashar_(LWR).png]]}}&lt;br /&gt;
Leader Muton Elites are much like their regular counterparts, but never have their reaction fire modified. Like their regular counterparts, they also gain extra will to resist psionic attacks.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Centurion | rank1-level=1 | rank1-damage=+5 | rank1-hp=+20 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Praetorian | rank2-level=5 | rank2-damage=+3 | rank2-hp=+30 | rank2-aim=+30 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Legate | rank3-level=9 | rank3-damage=+10 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+80 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|penetrator=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|taunt=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared commander could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting. They have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn. When not using their psionic abilities they will resort to their regular sectoid pistols though with far better aim and solid penetration.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Distortion&#039;&#039; ability makes them very difficult to take down as your damage against them will be significantly reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting multiple targets various bonuses as well as activating Telekinetic Field for free. They can also use 2AP to attempt &#039;&#039;Enthrall&#039;&#039; which can pull your soldiers out of cover on your next turn and do significant damage unless stopped by reaction fire or prevented with suppression.&lt;br /&gt;
&lt;br /&gt;
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=14 | base-damage=4 | base-pen=20 | base-aim=90 | base-crit=0 | base-will=110 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_ranger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_fade=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 5 aim, 20 will&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Magus|picture=[[File:Sectoid Commander (White) (LWR).png]]}} {{Leader Box LWR|name=Lord|picture=[[File:Sectoid_Lord_(LWR).png]]}} {{Leader Box LWR|name=Synarch|picture=[[File:Reticulan_Commander_(LWR).png]]}}&lt;br /&gt;
Sectoid Commander leaders gain &#039;&#039;Overdrive&#039;&#039;, greatly amplifying their psionic potential, and also become more threatening with their pistol as well at later leader levels. With Overdrive doubling the chances of &#039;&#039;Countercharge&#039;&#039; triggering and the Commander&#039;s high will, it is nearly or literally guaranteed to trigger when its conditions are met in all but the lowest difficulties (except for Sectoid Lords, which don&#039;t have &#039;&#039;Countercharge&#039;&#039; at all).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Magus | rank1-level=1 | rank1-damage=+1 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Lord | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+30 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Synarch | rank3-level=9 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+20 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|overdrive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|overdrive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|gunslinger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|overdrive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1|comma=1}}&lt;br /&gt;
{{LWR Perk|gunslinger=1|comma=1}}&lt;br /&gt;
{{LWR Perk|countercharge=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a versatile full-package enemy.  It has strength in almost every area with high penetration, crit, aim, and damage as well as high defense and damage resistance, their will is notably lacking however.  Large groups of &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;s will be some of the most difficult encounters of a campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=22 | base-damage=10 | base-pen=10 | base-aim=80 | base-crit=50 | base-will=10 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|cloak_screen=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|tactical_mobility=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 8&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 1 damage, 5 aim, 5 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Ace|picture=[[File:Heavy_Floater_Ace_(LWR).png]]}} {{Leader Box LWR|name=Cobra|picture=[[File:Aircobra_(LWR).png]]}} {{Leader Box LWR|name=Archon|picture=[[File:Archon_(LWR).png]]}}&lt;br /&gt;
Like regular Floaters, the leader variants gain a mix of offensive perks, but also gain a very large amount of health at later leader levels. Notably, Aircobras and Archons have &#039;&#039;Shadowstep&#039;&#039;, so Overwatch is going to be a lot less reliable against them, and especially &#039;&#039;Pistolero&#039;&#039; when combined with &#039;&#039;Close Encounters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Ace | rank1-level=1 | rank1-damage=- | rank1-hp=+10 | rank1-aim=+20 | rank1-will=-&lt;br /&gt;
|rank2-name=Cobra | rank2-level=5 | rank2-damage=+5 | rank2-hp=+30 | rank2-aim=+10 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+5 | rank3-hp=+40 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:Bombard_tga.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Mortar Barrage|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mortar Barrage&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on. Often, entering a mission with multiple &#039;&#039;&#039;Sectopods&#039;&#039;&#039; is an indication to retreat.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon (&#039;&#039;Cannon Fire&#039;&#039;), their green turret cannon, and their Mortar Barrage. &lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Cannon Fire&#039;&#039; ability grants an additional +40 penetration (on top of their innate 20 penetration) when there is only 1 target in sight. However, if you have multiple targets in sight the &#039;&#039;Cannon Fire&#039;&#039; ability will often fire twice (at different targets). Which is more dangerous will depend on the situation you are in.&lt;br /&gt;
&lt;br /&gt;
The green turret cannon does -50% weapon damage and will activate for reaction shots.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and aim. Tanking their shots should only be done by resilient units, and those may still lose the majority of their HP.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and base DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to crack through their armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 80% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.0 | hp=40 | base-damage=16 | base-pen=20 | base-aim=90 | base-crit=50 | base-will=0 | base-defense=0 | base-dr=70&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|robotic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|death_explosion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|vertical_drive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|explosive_shots=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;8 HP, 3 damage, 10 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Destroyer|picture=[[File:Sectopod_Destroyer_(LWR).png]]}} {{Leader Box LWR|name=Titan|picture=[[File:Sectopod_Titan_(LWR).png]]}} {{Leader Box LWR|name=Atlas|picture=[[File:Atlas_(LWR).png]]}}&lt;br /&gt;
As one would imagine, Sectopod leaders are even scarier than their base form, either dealing much more damage or being much tankier (with the Atlas being the ultimate in both).&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Destroyer | rank1-level=1 | rank1-damage=+8 | rank1-hp=- | rank1-aim=+10 | rank1-will=- &lt;br /&gt;
|rank2-name=Titan | rank2-level=5 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+30 | rank2-will=-&lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+8 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}} &lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 9&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Chain Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Chain Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Rend|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Rend&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the highest threat a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Enthrall&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover, they have &#039;&#039;Psi Mastery&#039;&#039; which can let them perform 2 attacks each turn. Those attacks can include upgraded psionic abilities in the form of &#039;&#039;&#039;Chain Panic&#039;&#039;&#039; and &#039;&#039;&#039;Mind Rend&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders, they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have high innate defense, and the &#039;&#039;Psychic Tether&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are few aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=9.3 | hp=30 | base-damage=0 | base-pen=0 | base-aim=100 | base-will=100 | base-crit=0 | base-defense=70 | base-dr=3 HP Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;even&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 10&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 20 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Primus|picture=[[File:Ethereal_Primus_(LWR).png]]}} {{Leader Box LWR|name=Overmind|picture=[[File:Ethereal_Overmind_(LWR).png]]}}&lt;br /&gt;
Unlike all other leaders in the game, Ethereal Leaders gain no extra perks aside from the generic leader ones, but the massive stats they gain makes their psionics and toughness some of the strongest you will come across in your campaign.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Primus | rank1-level=1 | rank1-damage=- | rank1-hp=+20 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Overmind | rank2-level=9 | rank2-damage=- | rank2-hp=+20 | rank2-aim=+20 | rank2-will=+20 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Danger_Zone.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Enthrall|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Enthrall&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi telekineticfield tga2 24px.png]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Telekinetic Field|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Telekinetic Field&amp;lt;/span&amp;gt;]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039; is the ultimate threat of every campaign. As one would expect, they are essentially an uber-powerful version of a regular Ethereal.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal has the &#039;&#039;Uber&#039;&#039; perk, which upgrades &#039;&#039;Distortion&#039;&#039; to disperse 100% of the damage with allies within 200 tiles, including those not in vision; you will have trouble hurting the Uber Ethereal until all of its allies are gone across the entire map. It also caps shred at 50%, prevents acid, and allows the Uber to use an unresistable psychic storm for 0 AP.&lt;br /&gt;
&lt;br /&gt;
They also have access to the devastating ability &#039;&#039;Mind Control&#039;&#039; to really turn the tides against you. Finally, the Uber Ethereal is able to more freely use &#039;&#039;Psychic Storm&#039;&#039;, even before it has seen you; therefore, once you get close, engaging quickly would be wise.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is accompanied by four random high-level leaders (which will never include sectopods, outsiders or ethereals).&lt;br /&gt;
&lt;br /&gt;
Good luck Commander; you&#039;ll need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: Campaign victory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: The Uber Ethereal has no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=12.0 | hp=70 | base-damage=0 | base-pen=0 | base-aim=110| base-will=120 | base-crit=0 | base-defense=70 | base-dr=8 Regen&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|uber=1|comma=1}}&lt;br /&gt;
{{LWR Perk|insentient_crush=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_wave=1|comma=1}}&lt;br /&gt;
{{LWR Perk|distortion=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psychic_tether=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|psi_mastery=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sprinter=1|comma=1}}&lt;br /&gt;
{{LWR Perk|plasma_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;ALL&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 9&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;10 HP, 10 aim, 20 will, 1 HP Regen&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) it gains 4x those stats.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exalt==&lt;br /&gt;
Most Exalt units share a few key traits:&lt;br /&gt;
* They have &#039;&#039;Lock N&#039; Load&#039;&#039;, which primarily reduces the power of relay hacks, but also lets them put on continuous pressure in a long firefight (only exception is Exalt SHIV unless they are an MKIII leader or above)&lt;br /&gt;
* They feel a strong urge to move towards the objective, often to the point of staying out of cover to get closer.&lt;br /&gt;
* Their human units can [[Other_Abilities_(LWR)#Panic|panic]] in a similar manner to XCOM&#039;s soldiers. Operative leaders, Vanguard Exalt leaders, and all Elite Exalt soldiers have Steadfast preventing the effect on themselves however.&lt;br /&gt;
**30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
**30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
**30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
Because of their tendency to move towards the objective, Overwatch is a very powerful tool against most Exalt soldiers. Additionally, while they do all possess &#039;&#039;Lock N&#039; Load&#039;&#039;, if they&#039;re out of ammo they still aren&#039;t willing to remain where they are if they&#039;re flanked (unless it&#039;s a mutual flank); exploiting this with aggressive positioning can make your relay hacks much more useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Exalt Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Operatives&#039;&#039;&#039; are regular frontline soldiers that fill the ranks of EXALT. Operatives aren&#039;t a major threat outside of &#039;&#039;Opportunist&#039;&#039; overwatches, but their &#039;&#039;Repulsor&#039;&#039; perk means taking them down quickly can prove difficult. The &#039;&#039;Close Encounters&#039;&#039; perk makes them both dangerous and resilient at close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=5 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=20 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;0.5 HP, 0.5 damage, 6 aim, 6 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Operative Spec Ops|picture=[[File:Exalt_Corporal_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Mechanic|picture=[[File:Exalt_Sergeant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Operative Striker|picture=[[File:Exalt_Master_Sergeant_(Operative)_(LWR).png]]}}&lt;br /&gt;
Exalt Operative leaders gain a modest amount of stats as well as large damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Operative Spec Ops | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Operative Mechanic | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Operative Striker | rank3-level=6 | rank3-damage=+4 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Marksmen&#039;&#039;&#039; are pure glass cannons just like XCOM&#039;s Snipers; they boast the lowest health, will, and mobility of any enemy in the game, but can pelt away at you from Squadsight range with high-damage strike rifles that can very easily wound or kill an unprepared soldier. If you can directly attack them in almost any way, they&#039;ll die quite quickly, but the longer they sit in the backlines, the more likely it is that they&#039;ll get that critical shot they need to kill a soldier. Just like XCOM soldiers using long rifles, Exalt Marksmen have poor aim at close range, so if you can close the distance they&#039;ll be unlikely to have a good chance to hit you, even after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6 | hp=3 | base-damage=5 | base-pen=15 | base-aim=70 | base-crit=20 | base-will=5 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Marksman Scout|picture=[[File:Exalt_Corporal_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Deadeye|picture=[[File:Exalt_Sergeant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Marksman Assassin|picture=[[File:Exalt_Master_Sergeant_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Exalt Marksman leaders gain a modest amount of stats (primarily offensive), as well as large situational damage increases.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Heavies&#039;&#039;&#039; are very similar to XCOM&#039;s own Tank Gunners. &#039;&#039;Will to Survive&#039;&#039; makes them difficult to take down through cover, and the combination of &#039;&#039;Suppression&#039;&#039;, &#039;&#039;Danger Zone&#039;&#039;, and &#039;&#039;Holo Rounds&#039;&#039; offers incredible offensive support. If flanks aren&#039;t an option, Psionics or Supports may help you survive until you can push aggressively behind their cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=4.6 | hp=8 | base-damage=6 | base-pen=0 | base-aim=45 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 0.5 damage, 4 aim, 4 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Heavy Breaker|picture=[[File:Exalt_Corporal_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Bulwark|picture=[[File:Exalt_Sergeant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Heavy Demolisher|picture=[[File:Exalt_Master_Sergeant_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Exalt Heavy leaders gain a modest amount of stats (mostly defensive) while becoming more effective versus armored units and/or mechanical units with &#039;&#039;Shredder&#039;&#039; or &#039;&#039;Critical System Targeting&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Exalt Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Vanguards&#039;&#039;&#039; are tanky support units. They provide solid defensive support in the form of Medikits (boosted by &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039;) and Smoke Grenades (boosted by &#039;&#039;Dense Smoke&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039;) while also being quite tanky due to high base DR and &#039;&#039;Grit&#039;&#039; and relatively strong against Psionics and panic because of decent will. Offensively they&#039;re the weakest of Exalt&#039;s forces, but can still be a nuisance due to &#039;&#039;Ready For Anything&#039;&#039; providing automatic Overwatches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=12 | base-damage=4 | base-pen=0 | base-aim=60 | base-crit=20 | base-will=40 | base-defense=0 | base-dr=20&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 5 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Vanguard Officer|picture=[[File:Exalt_Corporal_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Spearhead|picture=[[File:Exalt_Sergeant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Vanguard Warden|picture=[[File:Exalt_Master_Sergeant_(Medic)_(LWR).png]]}}&lt;br /&gt;
Exalt Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+12 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt SHIV===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:S.H.I.V._(EU2012).png|150px]]&lt;br /&gt;
|ammo=2 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt SHIVs&#039;&#039;&#039; act much the same as their XCOM counterparts, even gaining many of the same perks that modules and &#039;&#039;SHIV Advancements&#039;&#039; normally provide. Just like XCOM&#039;s variant, they can be used as cover by both Exalt and XCOM alike, although that cover won&#039;t benefit you from the shots that the SHIV itself takes at you. &lt;br /&gt;
&lt;br /&gt;
Exalt SHIVs are the only mechanical enemies that show up on Exalt missions, so it may be worth carrying a spare Arc Rifle or Arc Pistol to manage them. Exalt SHIVs will prove to be very tanky if the squad lacks a clear anti-mechanical solution, and they output much more damage compared to regular Exalt soldiers, especially the leader variants. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that Exalt SHIVs are just as immobile as XCOM&#039;s, and cannot access high ground in any way besides a ramp, stairs, or small ledges (unless they happen to already be there at mission start). As you might expect, they also cannot panic, but can trigger panic in other Exalt soldiers upon destruction. Unlike other exalt units, SHIVs do not have Lock N&#039; Load unless they are a Mk III leader or above, which can make relay hacks a reliable way to stall their damage in earlier ALs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty:&#039;&#039;&#039; Shiv Chassis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt SHIVs have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=7.3 | hp=24 | base-damage=6 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=25 | base-dr=30&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|hardened=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repair_servos=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;2 HP, 1 damage, 3 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=SHIV Mk II-IV|picture=[[File:SHIV_Leader_(LWR).png|150x150px]]}} {{Leader Box LWR|name=UHIV|picture=[[File:UHIV_(LWR).png|150x150px]]}}&lt;br /&gt;
Exalt SHIV leaders are unlike other leaders and carry over all perks from previous leader ranks. They gain a suite of both offensive and defensive perks, letting them shoot more frequently and with greater effect while also being much tankier. They&#039;re likely to be the biggest individual threat you come across on your typical Exalt mission. The UHIV is a special leader which can (and will) only spawn on the [[Missions_(LWR)#Exalt_Base_Assault|EXALT Base Assault]].&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=SHIV Mk II | rank1-level=1 | rank1-damage=+1 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=-  &lt;br /&gt;
| rank2-name=SHIV Mk III | rank2-level=3 | rank2-damage=+2 | rank2-hp=+2 | rank2-aim=+15 | rank2-will=- &lt;br /&gt;
| rank3-name=SHIV Mk IV | rank3-level=6 | rank3-damage=+4 | rank3-hp=+2 | rank3-aim=+20 | rank3-will=- &lt;br /&gt;
| rank4-name=UHIV | rank4-level=9 | rank4-damage=+8 | rank4-hp=+19 | rank4-aim=+40 | rank4-will=- &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|absorption_fields=1|comma=1}}&lt;br /&gt;
{{LWR Perk|light_em_up=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|fortified=1|comma=1}}&lt;br /&gt;
{{LWR Perk|reactive_targeting_sensors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|damage_control=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shredder=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Operative===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Operative (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Operatives&#039;&#039;&#039; are much like their regular counterparts, but with improved stats all-around and the addition of &#039;&#039;Enhanced Metabolism&#039;&#039;. This makes them significantly more deadly and difficult to finish off without sources of guaranteed damage or large accuracy bonuses if they can&#039;t be killed from above half health in a single shot. Additionally, all Elite Exalt also possess &#039;&#039;Steadfast&#039;&#039;, so they won&#039;t panic in any way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Operatives have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8 | hp=10 | base-damage=6 |  base-pen=0 | base-aim=70 | base-crit=20 | base-will=30 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|close_encounters=1|comma=1}}&lt;br /&gt;
{{LWR Perk|repulsor=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1|comma=1}}&lt;br /&gt;
{{LWR Perk|enhanced_metabolism=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 0.5 damage, 8 aim, 8 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Operative Spec Ops|picture=[[File:Exalt_Lieutenant_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Mechanic|picture=[[File:Exalt_Captain_(Operative)_(LWR).png]]}} {{Leader Box LWR|name=Elite Operative Striker|picture=[[File:Exalt_Major_(Operative).png]]}} {{Leader Box LWR|name=Exalt Commander Iago Van Doorn|picture=[[File:Exalt_Commander_Iago_Van_Doorn_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Operative leaders gain a modest amount of stats as well as large crit damage increases through &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Aggression&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exalt Commander Iago Van Doorn&#039;&#039;&#039; deserves a special mention here, as he serves as the boss of the [[Missions_(LWR)#Exalt_Base_Assault|Exalt Base Assault]] and exclusively shows up there. Packing immensely increased stats, most gene mods, Overwatch immunity on shooting and movement, and his own powerful Overwatches, Iago is a menace for any squad, prepared or not. Concussion Grenades are invaluable for locking him down, and a strong tank will be necessary to mitigate his damage. Like other champions, the &#039;&#039;Plasma Shield&#039;&#039; will ensure that he gets a chance to act, especially given that the Exalt HQ often forces players to fight from the helipad with little room for retreat. &#039;&#039;Enhanced Metabolism&#039;&#039; is even more concerning here, given the sheer durability of Iago; activating this at the wrong time can spell death for your squad. Iago is likely to be one of the strongest, if not &#039;&#039;the&#039;&#039; strongest individual enemy you encounter before the final mission, so be careful Commander.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Operative Spec Ops | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Operative Mechanic | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Operative Striker | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+20 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Exalt Commander Iago Van Doorn | rank4-level=9 | rank4-damage=+12 | rank4-hp=+40 | rank4-aim=+40 | rank4-will=+120 &lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|shadowstep=1|comma=1}}&lt;br /&gt;
{{LWR Perk|snapshot=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|neural_damping=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1|comma=1}}&lt;br /&gt;
{{LWR Perk|regenesis=1|comma=1}}&lt;br /&gt;
{{LWR Perk|advanced_perception=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1|comma=1}}&lt;br /&gt;
{{LWR Perk|aggression=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Marksman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Sniper (LWR).png]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Marksmen&#039;&#039;&#039; are much the same as their non-elite counterparts, with improved stats and the addition of &#039;&#039;Muscle Fiber Density&#039;&#039; genemod allowing for more high-ground use and more flanks. Very few soldiers can survive a flank shot from an Elite Marksman, so be on the lookout!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Marksmen have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=6.6 | hp=6 | base-damage=7 | base-pen=15 | base-aim=80 | base-crit=35 | base-will=15 | base-defense=0 | base-dr=0&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|squadsight=1|comma=1}}&lt;br /&gt;
{{LWR Perk|eagle_eye=1|comma=1}}&lt;br /&gt;
{{LWR Perk|executioner=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|muscle_amp=1|comma=1}}&lt;br /&gt;
{{LWR Perk|predictive_tracking=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;1 HP, 1 damage, 10 aim, 10 crit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Marksman Scout|picture=[[File:Exalt_Lieutenant_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Deadeye|picture=[[File:Exalt_Captain_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Assassin|picture=[[File:Exalt_Major_(Sniper)_(LWR).png]]}} {{Leader Box LWR|name=Elite Marksman Eliminator|picture=[[File:Exalt_General_(Sniper)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Marksman leaders gain a modest amount of stats (primarily offensive), Low Profile, as well as large situational damage increases. Eliminators become much more offensively threatening due to &#039;&#039;Light &#039;Em Up&#039;&#039; allowing two shots per turn.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Marksman Scout | rank1-level=1 | rank1-damage=+1 | rank1-hp=+3 | rank1-aim=+10 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Marksman Deadeye | rank2-level=3 | rank2-damage=+2 | rank2-hp=+6 | rank2-aim=+20 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Marksman Assassin | rank3-level=6 | rank3-damage=+3 | rank3-hp=+9 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Marksman Eliminator | rank4-level=8 | rank4-damage=+8 | rank4-hp=+12 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|low_profile=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|bring_em_on=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|vital_point_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|light_em_up=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Heavy===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Heavy (LWR).png]]&lt;br /&gt;
|ammo=4  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Heavies&#039;&#039;&#039; are like the other elites, in that they&#039;re an improvement on their regular form but not all that much different. Heavies are blessed with &#039;&#039;Iron Skin&#039;&#039; which makes them significantly tankier, even against flanks. A bit of penetration on your weapons will go a long way, as well as crit chance increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Heavies have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=5.3 | hp=16 | base-damage=9 | base-pen=0 | base-aim=55 | base-crit=0 | base-will=20 | base-defense=0 | base-dr=10&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|will_to_survive=1|comma=1}}&lt;br /&gt;
{{LWR Perk|danger_zone=1|comma=1}}&lt;br /&gt;
{{LWR Perk|sentry=1|comma=1}}&lt;br /&gt;
{{LWR Perk|holo_rounds=1|comma=1}}&lt;br /&gt;
{{LWR Perk|iron_skin=1|comma=1}}&lt;br /&gt;
{{LWR Perk|suppression_tactics=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 7&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;3 HP, 0.5 damage, 6 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Heavy Breaker|picture=[[File:Exalt_Lieutenant_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Bulwark|picture=[[File:Exalt_Captain_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Demolisher|picture=[[File:Exalt_Major_(Heavy)_(LWR).png]]}} {{Leader Box LWR|name=Elite Heavy Enforcer|picture=[[File:Exalt_General_(Heavy)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Heavy leaders gain a modest amount of stats (mostly defensive) as well as becoming more threatening overall with &#039;&#039;Shredder&#039;&#039; and eventually &#039;&#039;Critical System Targeting&#039;&#039;, and are even bulkier in cover.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Heavy Breaker | rank1-level=1 | rank1-damage=+1 | rank1-hp=+7 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Heavy Bulwark | rank2-level=3 | rank2-damage=+2 | rank2-hp=+14 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Heavy Demolisher | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+15 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Elite Heavy Enforcer | rank4-level=8 | rank4-damage=+8 | rank4-hp=+30 | rank4-aim=+20 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
{{LWR Perk|shredder=1}}&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|tenacious_defense=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|critical_system_targeting=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentry=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalt Elite Vanguard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Exalt Elite Medic (LWR).png]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:SUPPORT_FIELDMEDIC.png|24px]]&lt;br /&gt;
|skill4-text=Medikit Heal&lt;br /&gt;
|skill5-img=[[File:SUPPORT_SMOKEGRENADE.png|24px]]&lt;br /&gt;
|skill5-text=Smoke Grenade&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exalt Elite Vanguards&#039;&#039;&#039; follow the same pattern as the other elites, being a stat improvement and the addition of a gene mod. In the Elite Vanguard&#039;s case, this takes the form of &#039;&#039;Smart Macrophages&#039;&#039;, making shred and corrosion useless against them. When combined with Grit, this can make finishing off Elite Vanguards difficult; make sure to have a plan for when they get low, or burst them from full health to begin with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Exalt Elite Vanguards have 40% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-mobility=8.6 | hp=24 | base-damage=6 | base-pen=0 | base-aim=70 | base-crit=20 | base-will=60 | base-defense=0 | base-dr=40&lt;br /&gt;
| base-perks=&lt;br /&gt;
{{LWR Perk|steadfast=1|comma=1}}&lt;br /&gt;
{{LWR Perk|lock_n_load=1|comma=1}}&lt;br /&gt;
{{LWR Perk|field_medic=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smoke_and_mirrors=1|comma=1}}&lt;br /&gt;
{{LWR Perk|dense_smoke=1|comma=1}}&lt;br /&gt;
{{LWR Perk|ready_for_anything=1|comma=1}}&lt;br /&gt;
{{LWR Perk|grit=1|comma=1}}&lt;br /&gt;
{{LWR Perk|deflection_shield=1|comma=1}}&lt;br /&gt;
{{LWR Perk|savior=1|comma=1}}&lt;br /&gt;
{{LWR Perk|smart_macrophages=1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Increases&#039;&#039;&#039; occur on &#039;&#039;&#039;odd&#039;&#039;&#039; Alien Levels (starting at &#039;&#039;&#039;AL 3&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 450px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;4 HP, 0.5 damage, 7 aim&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At Alien Level 15 (max) they gain 4x those stats, plus 30 Pen and 30 Base DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039;:&lt;br /&gt;
{{Leader Box LWR|name=Elite Vanguard Officer|picture=[[File:Exalt_Lieutenant_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Spearhead|picture=[[File:Exalt_Captain_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Warden|picture=[[File:Exalt_Major_(Medic)_(LWR).png]]}} {{Leader Box LWR|name=Elite Vanguard Sentinel|picture=[[File:Exalt_General_(Medic)_(LWR).png]]}}&lt;br /&gt;
Much like their regular counterpart, Elite Vanguard leaders gain a modest amount of stats as well as gaining extra defensive prowess in the form of &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Awareness&#039;&#039;. Sentinels become a much more relevant offensive threat due to the addition of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to suddenly turn &#039;&#039;Ready For Anything&#039;&#039; from a nuisance to a huge threat.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Elite Vanguard Officer | rank1-level=1 | rank1-damage=+1 | rank1-hp=+4 | rank1-aim=+5 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Elite Vanguard Spearhead | rank2-level=3 | rank2-damage=+2 | rank2-hp=+7 | rank2-aim=+10 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Elite Vanguard Warden | rank3-level=6 | rank3-damage=+3 | rank3-hp=+10 | rank3-aim=+30 | rank3-will=+60&lt;br /&gt;
| rank4-name=Elite Vanguard Sentinel | rank4-level=8 | rank4-damage=+7 | rank4-hp=+15 | rank4-aim=+40 | rank4-will=+80&lt;br /&gt;
| rank1-perks=&lt;br /&gt;
| rank2-perks=&lt;br /&gt;
{{LWR Perk|shadowstep=1}}&lt;br /&gt;
| rank3-perks=&lt;br /&gt;
{{LWR Perk|awareness=1}}&lt;br /&gt;
| rank4-perks=&lt;br /&gt;
{{LWR Perk|sentinel=1|comma=1}}&lt;br /&gt;
{{LWR Perk|opportunist=1}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWR)&amp;diff=125807</id>
		<title>Facilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWR)&amp;diff=125807"/>
		<updated>2026-01-02T19:29:42Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Constructible Facilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
The top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game. The remainder of the base can be occupied by constructible facilities, some of which cannot be torn down once built.&lt;br /&gt;
&lt;br /&gt;
== Static Facilities ==&lt;br /&gt;
&lt;br /&gt;
The static facilities supply a total of 25 power and require a total of 12 power, effectively supplying 13 power to the constructible facilities. Depending on difficulty, the player starts with 45|40|35|30|25 power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Static facilities (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
|  {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Mission Control (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Mission Control (LWR)|Mission Control]]&lt;br /&gt;
| The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a &#039;&#039;Hologlobe&#039;&#039;.&amp;lt;br /&amp;gt;In the Mission Control Room, players can &amp;quot;Scan for Activity&amp;quot;, which advances the time and date, respond to available missions and watch aircraft on their way to a mission.&lt;br /&gt;
| 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Research (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Research (LWR)|Research]]&lt;br /&gt;
| The Research Lab houses the research team, headed by Dr. Vahlen.&amp;lt;br /&amp;gt;In the Research Lab, players can choose the active research project, review completed research projects and review research credits.&amp;lt;br /&amp;gt;Players can also access the [[Research (LWR)|Genetics Lab]] here, once it has been constructed.&lt;br /&gt;
| 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Engineering (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Engineering (LWR)|Engineering]]&lt;br /&gt;
| The Engineering Bay houses the engineering team, headed by Dr. Shen.&amp;lt;br /&amp;gt;In the Engineering Bay, players can build [[Weapons (LWR)|Weapons]], [[Armor (LWR)|Armor]], [[Equipment (LWR)|Equipment]] and [[S.H.I.V. (LWR)|Vehicles]] and expand the XCOM base by building new facilities.&amp;lt;br /&amp;gt;Players can also access the [[Engineering (LWR)|Foundry]] and the [[Engineering (LWR)|Repair Bay]] here, once they have been constructed.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Barracks (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Barracks (LWR)|Barracks]]&lt;br /&gt;
| The Barracks houses the [[Soldiers (LWR)|soldiers]] that are available for missions.&amp;lt;br /&amp;gt;In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.&amp;lt;br /&amp;gt;Players can also access the [[Barracks (LWR)|Officer Training School]] and the [[Barracks (LWR)|Psionic Labs]] here, once they have been constructed.&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hangar (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hangar (LWR)|Hangar]]&lt;br /&gt;
| The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base&#039;s aircraft.&amp;lt;br /&amp;gt;In the Hangar, players can review their aircraft, change their loadout and name, order new interceptors and transfer aircraft between different continents.&lt;br /&gt;
| 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Situation Room (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Situation Room (LWR)|Situation Room]]&lt;br /&gt;
| The Situation Room provides a global view of the funding countries, complete with panic levels, defense shields and satellite coverage.&amp;lt;br/&amp;gt;In the Situation Room, players can review the funding countries, view the current campaign objectives, launch new satellites, view XCOM finances, display accumulated bonuses, sell items on the [[Situation Room (LWR)|Gray Market]] and view and accept pending [[Situation Room (LWR)|Council]] requests.&amp;lt;br /&amp;gt;Once Exalt has become active, players can also view their Exalt intel here, scan for Exalt cells, view and launch covert operations and accuse countries of harboring the Exalt headquarters.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructible Facilities ==&lt;br /&gt;
&lt;br /&gt;
The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an Access Lift, leaving the remaining 24 sections available for the various other facilities.&lt;br /&gt;
&lt;br /&gt;
On the bottom floor on the left, the middle section contains a steam vent (3 sections throughout the base with &#039;&#039;Cheyenne Mountain&#039;&#039; starting bonus and 6 sections throughout the base with &#039;&#039;Ring of Fire&#039;&#039; starting bonus). Thermo Generators can only be built on this section, though you can also build any other facility here, with the exception of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each day, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.&lt;br /&gt;
&lt;br /&gt;
When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 40% and adds 10 Meld to the cost, but reduces the construction time by 80%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Constructible facilities (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;| Effect !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;18%&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; width=&amp;quot;5%&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Access Lift (EU2012).png|150px]]&amp;lt;br /&amp;gt;Access Lift&lt;br /&gt;
| Allows excavations and constructions to be performed at that base level.&amp;lt;br /&amp;gt;Must be built in the center column. Cannot be torn down once built.&lt;br /&gt;
| None || None || None&lt;br /&gt;
| 100 || 0 || 0 || 8 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Laboratory (EU2012).png|150px]]&amp;lt;br /&amp;gt;Laboratory&lt;br /&gt;
| Increases research speed by 35% (stacks multiplicatively).&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || None || 20/40 scientists for 1st/2nd Lab&amp;lt;br&amp;gt;(+40 sci for each after)&lt;br /&gt;
| 350 || 0 || 0 || 21 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Genetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Genetics Lab&lt;br /&gt;
| Allows [[Soldiers (LWR)|Soldiers]] to be [[Gene Mods (LWR)|Genetically modified]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt; (+10% research speed) || [[Research_(LWR)|Xenogenetics]] || None&lt;br /&gt;
| 50 || 0 || 0 || 18 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Psionic Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Psionic Labs&lt;br /&gt;
| Allows [[Soldiers (LWR)|Soldiers]] to discover and develop latent [[Psionic (LWR)|Psionic abilities]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || [[Research_(LWR)|Xenopsionics]] || None&lt;br /&gt;
| 50 || 0 || 0 || 5|| 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Workshop (EU2012).png|150px]]&amp;lt;br /&amp;gt;Workshop&lt;br /&gt;
| Reduces item and foundry project credit, alloy, and elerium costs by 10% (stacks asymptotically down to 50%).&amp;lt;br&amp;gt;Every second workshop increases the Item Fabrication Capacity by 1.&amp;lt;br&amp;gt;Increases item production speed and foundry research speed by 60% (stacks multiplicatively). &lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || 20/40 engineers for 1st/2nd Workshop&amp;lt;br&amp;gt;(+40 eng for each after)&lt;br /&gt;
| 350 || 0 || 0 || 21 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Foundry (EU2012).png|150px]]&amp;lt;br /&amp;gt;Foundry&lt;br /&gt;
| Unlocks development of new combat items and improvements to current items.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || None&lt;br /&gt;
| 50 || 0 || 0 || 5 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Cybernetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Repair Bay&lt;br /&gt;
| Unlocks [[Armor (LWR)#MEC exoskeletons|Mechanized Exoskeletal Cybersuits]] and allows [[Soldiers (LWR)|Soldiers]] to be augmented into [[MEC Trooper (LWR)|MEC Troopers]].&amp;lt;br /&amp;gt;&lt;br /&gt;
It also allows for repair of damaged equipment. &lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || None&lt;br /&gt;
| 50 || 0 || 0 || 5 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Officer Training School (EU2012).png|150px]]&amp;lt;br /&amp;gt;Officer Training School&lt;br /&gt;
| Allows access to Officer and XCOM Training Programme upgrades.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || None || 10 successful missions&lt;br /&gt;
| 200 || 0 || 0 || 7 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! rowspan=&amp;quot;2&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Fission Generator&lt;br /&gt;
| +4 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || None || None&lt;br /&gt;
| 40 || 0 || 0 || 2 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Thermal Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Thermo Generator&lt;br /&gt;
| +20 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || None || Must be built over steam vents&lt;br /&gt;
| 200 || 0 || 0 || 21 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Elerium Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Elerium Generator&lt;br /&gt;
| +25 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || [[Research_(LWR)|Alien Power Systems]] || 1 [[Alien Artifacts (LWR)|UFO Power Source]]&lt;br /&gt;
| 400 || 30 || 30 || 2 || 6 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Uplink (EU2012).png|150px]]&amp;lt;br /&amp;gt;Satellite Uplink&lt;br /&gt;
| +1 satellite coverage&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || None || 20/40 engineers for 2nd/3rd Uplink&amp;lt;br&amp;gt;(+40 eng for each after)&lt;br /&gt;
| 200 || 0 || 0 || 21 || 1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Nexus (EU2012).png|150px]]&amp;lt;br /&amp;gt;Satellite Nexus&lt;br /&gt;
| +2 satellite coverage&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || [[Research_(LWR)|Alien Circuitry]] || 20/40 engineers for 2nd/3rd Uplink&amp;lt;br&amp;gt;(+40 eng for each after)&lt;br /&gt;
| 300 || 50 || 10 || 21 || 1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Alien Containment (EU2012).png|150px]]&amp;lt;br /&amp;gt;Alien Containment&lt;br /&gt;
| Houses alien captives, allowing Dr. Vahlen to interrogate them.&amp;lt;br /&amp;gt;Alien species must first be autopsied before it can be captured.&amp;lt;br /&amp;gt;Without an Alien Containment, aliens captured with a [[Weapons (LWR)|Stun Rifle]] will be killed.&lt;br /&gt;
| None || [[Research_(LWR)|Xenobiology]] || None&lt;br /&gt;
| 100|| 0 || 40 || 14 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hyperwave Relay (EU2012).png|150px]]&amp;lt;br /&amp;gt;Hyperwave Relay&lt;br /&gt;
| Required to research [[Research (LWR)#Main Tech|Advanced Aerospace Concepts]]&amp;lt;br&amp;gt;Allows the detection of [[UFOs (LWR)#Overseer|Overseers]], and shows extended information about all [[UFOs (LWR)|UFOs]].&amp;lt;br&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(LWR)|Alien Communications]] || [[Alien Artifacts (LWR)|Hyperwave Beacon]]&lt;br /&gt;
| 600 || 100 || 30 || 5 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Gollop Chamber (EU2012).png|150px]]&amp;lt;br /&amp;gt;Gollop Chamber&lt;br /&gt;
| 3x panic increase&amp;lt;br&amp;gt;After 5 days of being active, allows a [[Psionic (LWR)|Psionic]] [[Soldiers (LWR)|Soldier]] (who must have learned Mind Merge and be wearing Vortex Armor) to use the [[Alien Artifacts (LWR)|Ethereal Device]], which unlocks the [[Missions (LWR)#Temple Ship Assault|Temple Ship Assault]] mission.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(LWR)|Alien Command and Control]] || [[Alien Artifacts (LWR)|Ethereal Device]]&amp;lt;br&amp;gt;10 [[Alien Artifacts (LWR)|UFO Power Sources]]&lt;br /&gt;
| 50 || 50 || 0 || 3 || 10 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expanding==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:LWRexamplebase.png|right justify|thumb|512px|One possible starting base]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
At the start of the campaign, the lower half of the base contains a single access lift in the middle of the top level and a single Satellite Uplink on the far left of the access lift. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground. There is also one steam vent at the bottom of the left-side middle column.&lt;br /&gt;
&lt;br /&gt;
The middle column is reserved for additional access lifts. Players can build an access lift on a lower level to gain access to that level. The access lifts must be connected, so the first access lift a player builds must be at the second level, the second access lift on the third level and the third access lift on the final level.&lt;br /&gt;
&lt;br /&gt;
Facilities can only be constructed on sections with an open space. To construct a facility (other than an access lift), you must have an access lift on the same level, and have a connection to that access lift through open spaces. Open spaces that are separated from the access lift by solid ground are not available for the construction of new facilities.&lt;br /&gt;
&lt;br /&gt;
A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an access lift on the same level, and have a connection to that access lift through open spaces. Sections with solid ground that are separated from the access lift by other sections with solid ground are not available for excavation.&lt;br /&gt;
&lt;br /&gt;
Excavating a section takes 8 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed. Excavations start at a cost of 50 on the first floor directly beside the elevator and increase in cost by 50 for each tile further away from the elevator and for each tile deeper down.&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=125805</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=125805"/>
		<updated>2026-01-01T21:57:25Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with weaker ships being more likely until resource levels are high where it is instead somewhat evenly distributed - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations. Expect to fight them the most in the continent where they build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in +2 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled.&lt;br /&gt;
Both Alien Level and XCOM satellite coverage modify the amount of resources the Aliens must have for the stronger UFOs to be added to the pool. Each AL past the first lowers thresholds by 4% each, whereas every continent that has satellite coverage provides the aliens with +23% resources, this only affects the decision of which UFO to send out (and not what missions will be carried out):&lt;br /&gt;
&lt;br /&gt;
Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
&lt;br /&gt;
All missions can increase in frequency with higher [[Alien_Level_(LWR)|&#039;&#039;&#039;Alien Level&#039;&#039;&#039;]], but Terror Missions increase the most.&lt;br /&gt;
&lt;br /&gt;
Each mission type requires a score of 1.0 to trigger a mission.  In the chart below is &#039;&#039;on average&#039;&#039; how much of that score is gained each month. When a mission type gets a score of 1.0 it is triggered and the score is set back to 0. As an example, if you have 3 months of 0.33 of a mission, on average it will trigger at the end of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; 0.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.1 Terror || 0.9 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.4 Terror || 0.7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 0.7 Terror || 0.6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 1.5 Abduction &amp;lt;br/&amp;gt; 0.1 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.9 Terror || 1.2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.2 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 1.6 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 1.9 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 1.3 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 0.7 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.5 Terror || 1.6 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.8 Terror || 1.5 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 1.8 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.3 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 2.2 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.9 Terror || 2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.2 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.5 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 2 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 2.9 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 2.6 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 2.5 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.8 Terror || 2.3 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 3.1 Terror || 2.2 Abduction &amp;lt;br/&amp;gt; 1.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.2 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 3.4 Terror || 2 Abduction &amp;lt;br/&amp;gt; 2.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.5 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.5 Scout &amp;lt;br/&amp;gt; 3.7 Terror&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Hunts are significantly increased by # of Satellites and UFOs raided scaling by aggression - #s above are the &#039;lower bound&#039; for a single satellite and 0 UFOs raided. At 100 Aggression, each satellite and raided UFO adds .12 Hunts per month on top of these numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
Alien missions in LWR have a limited pool of UFO types that can take them on, and a specific altitude at which UFOs will fly for each type of mission. While more specific details are available below, [https://admiral-billy.github.io/LWR-UFO-Identifier/ here is a tool] that can help quickly identify what you may be coming up against.&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;66%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;92%&amp;lt;/span&amp;gt; resources, in addition, there is a 40% chance per continent covered above 2 to have this UFO actually spawn if it is rolled. Thus with 2 continents covered or less, battleships cannot spawn in hunts and bombings and a Destroyer will replace them instead (except for Base Defense hunt)&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 10 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 2 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;66%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;92%&amp;lt;/span&amp;gt; resources, in addition, there is a 40% chance per continent covered above 2 to have this UFO actually spawn if it is rolled. Thus with 2 continents covered or less, Battleships cannot spawn in hunts and bombings and a Destroyer will replace them instead (except for Base Defense hunt)&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; resources, replaced by Scout if Alien Level &amp;lt; 4&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; resources, replaced by Raider if Alien Level &amp;lt; 6&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; resources, replaced by Raider if Alien Level &amp;lt; 8&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; resources, replaced by Raider if Alien Level &amp;lt; 9&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool, but replaced by Raider if Alien Level &amp;lt; 9&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources, replaced by Raider if Alien Level &amp;lt; 7&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources, replaced by Scout if Alien Level &amp;lt; 4&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in the mission will grant XCOM a 20 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.  As well, higher Alien Level will increase the rate of terror missions (5% additional per AL).&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
These missions are not common.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
This mission will usually occur twice in a campaign:&lt;br /&gt;
&amp;lt;br&amp;gt;-First: The first XCOM Base Defense mission now starts as early as August and has an ([[Incursion Strength (LWR)]] - 100)% chance to occur each month; it will always occur at least by November. &lt;br /&gt;
&amp;lt;br&amp;gt;-Second: as soon as you build the [[Facilities (LWR)#Gollop Chamber|Gollop Chamber]] and enter geoscape. &amp;lt;br&amp;gt;&lt;br /&gt;
Initially, a [[UFOs_(LWR)#Battleship|Battleship]] will arrive randomly but early in the month at &#039;&#039;&#039;High&#039;&#039;&#039; altitude to [[#Hunt|Hunt]] the satellite on your home country, then some days later down the line an [[UFOs_(LWR)#Assault Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and land directly on your HQ, starting the base defense cutscene.&lt;br /&gt;
&lt;br /&gt;
Thre is also a special variation that can appear once you have a firestorm. An [[UFOs_(LWR)#Overseer|Overseer]] UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission scheduled three days per month, on the 5th, the 15th and the 25th. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM until the Hyperwave beacon is built. It generates the usual +2 panic due to being undamaged like other UFOs, which might alert perceptive commanders of their location in mission control if there is no visible UFO over the country in question.&lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, they will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, after an overseer is successfully raided, the aliens could conduct future overseer missions in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=125804</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=125804"/>
		<updated>2026-01-01T21:56:37Z</updated>

		<summary type="html">&lt;p&gt;PuporonGOD: /* Retaliate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with weaker ships being more likely until resource levels are high where it is instead somewhat evenly distributed - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations. Expect to fight them the most in the continent where they build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in +2 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled.&lt;br /&gt;
Both Alien Level and XCOM satellite coverage modify the amount of resources the Aliens must have for the stronger UFOs to be added to the pool. Each AL past the first lowers thresholds by 4% each, whereas every continent that has satellite coverage provides the aliens with +23% resources, this only affects the decision of which UFO to send out (and not what missions will be carried out):&lt;br /&gt;
&lt;br /&gt;
Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
&lt;br /&gt;
All missions can increase in frequency with higher [[Alien_Level_(LWR)|&#039;&#039;&#039;Alien Level&#039;&#039;&#039;]], but Terror Missions increase the most.&lt;br /&gt;
&lt;br /&gt;
Each mission type requires a score of 1.0 to trigger a mission.  In the chart below is &#039;&#039;on average&#039;&#039; how much of that score is gained each month. When a mission type gets a score of 1.0 it is triggered and the score is set back to 0. As an example, if you have 3 months of 0.33 of a mission, on average it will trigger at the end of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; 0.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.1 Terror || 0.9 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.4 Terror || 0.7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 0.7 Terror || 0.6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 1.5 Abduction &amp;lt;br/&amp;gt; 0.1 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.9 Terror || 1.2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.2 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 1.6 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 1.9 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 1.3 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 0.7 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.5 Terror || 1.6 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.8 Terror || 1.5 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 1.8 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.3 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 2.2 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.9 Terror || 2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.2 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.5 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 2 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 2.9 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 2.6 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 2.5 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.8 Terror || 2.3 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 3.1 Terror || 2.2 Abduction &amp;lt;br/&amp;gt; 1.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.2 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 3.4 Terror || 2 Abduction &amp;lt;br/&amp;gt; 2.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.5 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.5 Scout &amp;lt;br/&amp;gt; 3.7 Terror&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Hunts are significantly increased by # of Satellites and UFOs raided scaling by aggression - #s above are the &#039;lower bound&#039; for a single satellite and 0 UFOs raided. At 100 Aggression, each satellite and raided UFO adds .12 Hunts per month on top of these numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
Alien missions in LWR have a limited pool of UFO types that can take them on, and a specific altitude at which UFOs will fly for each type of mission. While more specific details are available below, [https://admiral-billy.github.io/LWR-UFO-Identifier/ here is a tool] that can help quickly identify what you may be coming up against.&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;66%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;92%&amp;lt;/span&amp;gt; resources, in addition, there is a 40% chance per continent covered above 2 to have this UFO actually spawn if it is rolled. Thus with 2 continents covered or less, battleships cannot spawn in hunts and bombings and a Destroyer will replace them instead (except for Base Defense hunt)&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 10 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 2 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;66%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;92%&amp;lt;/span&amp;gt; resources, in addition, there is a 40% chance per continent covered above 2 to have this UFO actually spawn if it is rolled. Thus with 2 continents covered or less, Battleships cannot spawn in hunts and bombings and a Destroyer will replace them instead (except for Base Defense hunt)&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; resources, replaced by Scout if Alien Level &amp;lt; 4&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; resources, replaced by Raider if Alien Level &amp;lt; 6&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; resources, replaced by Raider if Alien Level &amp;lt; 8&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; resources, replaced by Raider if Alien Level &amp;lt; 9&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool, but replaced by Raider if Alien Level &amp;lt; 9&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources, replaced by Raider if Alien Level &amp;lt; 7&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources, replaced by Scout if Alien Level &amp;lt; 4&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in the mission will grant XCOM a 20 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.  As well, higher Alien Level will increase the rate of terror missions (5% additional per AL).&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
These missions are not common.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
This mission will usually occur twice in a campaign:&lt;br /&gt;
&amp;lt;br&amp;gt;-First: The first XCOM Base Defense mission now starts as early as August and has an ([[Incursion Strength (LWR)]] - 100)% chance to occur each month; it will always occur at least by November. &lt;br /&gt;
&amp;lt;br&amp;gt;-Second: as soon as you build the [[Facilities (LWR)#Gollop Chamber|Gollop Chamber]] and enter geoscape. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Initially, a [[UFOs_(LWR)#Battleship|Battleship]] will arrive randomly but early in the month at **High** altitude to [[#Hunt|Hunt]] the satellite on your home country, then some days later down the line an [[UFOs_(LWR)#Assault Carrier|Assault Carrier]] will fly **NOE** and land directly on your HQ, starting the base defense cutscene.&lt;br /&gt;
&lt;br /&gt;
Thre is also a special variation that can appear once you have a firestorm. An [[UFOs_(LWR)#Overseer|Overseer]] UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission scheduled three days per month, on the 5th, the 15th and the 25th. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM until the Hyperwave beacon is built. It generates the usual +2 panic due to being undamaged like other UFOs, which might alert perceptive commanders of their location in mission control if there is no visible UFO over the country in question.&lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, they will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, after an overseer is successfully raided, the aliens could conduct future overseer missions in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PuporonGOD</name></author>
	</entry>
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