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{{Infobox Ability
[[Long_War_Rebalance|Back To Main Page]]
| name          = Special Operative
| image          = [[File:Perk_SpecOps.png|128px]] | description    = Elite soldiers trained for specialized mission profiles.
| effects        =
* +4 Armor HP
* +40 Will
* All incoming attacks '''graze''' this unit
* +4 charges to equipped grenades
* Restricted to '''Leather Jacket''' armor
}}


'''Spec Ops''' are a special class of elite soldiers in [[Long War Rebalance]], unlocked via the '''OTS Colonels''' upgrade (available 60 missions into the campaign).
== Overview ==


Candidates for Spec Ops training must be at least rank '''TSGT'''. Upon initiation, the soldier is "burned in" to the program: they are no longer eligible for [[Gene Mods (LWR)|Gene Mods]], [[Psionic (LWR)|Psionic training]], [[MEC Troopers|MEC Augmentation]], or [[Officers (LWR)|Officer Training]].
'''Spec Ops''' are a special class of elite soldiers in [[Long War Rebalance]]. Only [[Barracks_(LWR)#Officer_Training_School|'''Elite Recruits''']] are capable of becoming '''Spec Ops'''. [[Barracks_(LWR)#Officer_Training_School|'''Elite Recruits''']] are unlocked via the '''OTS Colonels''' upgrade (available 60 missions into the campaign).  


== Overview ==
Upon initiation, the soldier is "burned in" to the program: they are no longer eligible for [[Gene Mods (LWR)|Gene Mods]], [[Psionic (LWR)|Psionic training]], [[MEC Trooper (LWR)|MEC Augmentation]], or [[Officers (LWR)|Officer Training]].
Spec Ops soldiers operate as "glass cannons" or specialized utility units. They trade the protection of heavy armor for high mobility and powerful unique perks.  
 
Spec Ops soldiers operate as specialized utility units. They trade the protection of heavy armor for high mobility and powerful unique perks. They all acquire the Spec Ops perk:


{{ Spec Ops (LWR)|text=1}}
{{ Spec Ops (LWR)|text=1}}


== Training & Costs ==
== Training & Costs ==
Spec Ops training is expensive and physically demanding. Costs and fatigue times are dynamic, based on the soldier's '''Base Aim'''. Lower aim soldiers (who may not fit standard sniper/infantry roles) are often cheaper to train as Spec Ops.
Spec Ops training is expensive and physically demanding. Costs and fatigue times are dynamic, based on the soldier's '''Base Aim'''. Higher aim soldiers and soldiers with missions under their belt are easier to train as Spec Ops.


* '''Initiation Requirement:''' OTS Colonels upgrade, TSGT Rank.
* '''Initiation Requirement:''' Elite Recruit with at least 65 aim.
* '''Progression:''' Each rank requires completing '''1 mission''' as a Spec Ops soldier to unlock the next rank.
* '''Progression:''' Each rank requires completing '''1 mission''' as a Spec Ops soldier to unlock the next rank (modified by campaign length and certain second wave options).
* '''Respec:''' Once a perk is selected, it cannot be changed.
* '''Respec:''' Once a perk is selected, it cannot be changed.


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|-
|-
| '''Credit Cost'''
| '''Credit Cost'''
| <math>(75 - \text{Base Aim}) \times 20</math>
| (75 - Base Aim - Missions) x 20
| 20 Credits
| 20 Credits
|-
|-
| '''Fatigue Penalty'''
| '''Fatigue Penalty'''
| <math>(75 - \text{Base Aim})</math>
| 80 - Base Aim - Missions
| 1 Day
| 1 Day
|}
|}
''Note: The credit cost applies to Initiation and every promotion after the first. The fatigue penalty applies to every training session.''
''Note: The credit and fatigue cost applies to Initiation and each promotion after the first (however promotions after the first only have 1/4 the credit cost).''


== Perk Tree ==
== Perk Tree ==
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* Each rank has a pool of **5 possible perks**.
* Each rank has a pool of **5 possible perks**.
* For any individual soldier, **only 3 of the 5 perks will be available** to choose from.
* For any individual soldier, **only 3 of the 5 perks will be available** to choose from.
* You can see the specific 3 options available for the ''next'' rank once you unlock the current rank.
* You can see the specific 3 options available for the ''next'' rank once the solider completes a successful mission under the current rank.


{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
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| rowspan="5" align="center" | '''1'''
| rowspan="5" align="center" | '''1'''
| rowspan="5" align="center" | '''Field Asset'''
| rowspan="5" align="center" | '''Field Asset'''
| [[File:Perk_Foundry_NewCombatSystems.png|32px]]
| rowspan="5" | [[File:specops1.png|32px]]
| '''North American Authority'''
| '''North American Authority'''
| Grants the Home Ground bonus in North America.
| Grants the Home Ground bonus in North America.
|-
|-
| [[File:Perk_Foundry_NewCombatSystems.png|32px]]
| '''South American Authority'''
| '''South American Authority'''
| Grants the Home Ground bonus in South America.
| Grants the Home Ground bonus in South America.
|-
|-
| [[File:Perk_Foundry_NewCombatSystems.png|32px]]
| '''European Authority'''
| '''European Authority'''
| Grants the Home Ground bonus in Europe.
| Grants the Home Ground bonus in Europe.
|-
|-
| [[File:Perk_Foundry_NewCombatSystems.png|32px]]
| '''African Authority'''
| '''African Authority'''
| Grants the Home Ground bonus in Africa.
| Grants the Home Ground bonus in Africa.
|-
|-
| [[File:Perk_Foundry_NewCombatSystems.png|32px]]
| '''Asian Authority'''
| '''Asian Authority'''
| Grants the Home Ground bonus in Asia.
| Grants the Home Ground bonus in Asia.
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| rowspan="5" align="center" | '''2'''
| rowspan="5" align="center" | '''2'''
| rowspan="5" align="center" | '''Strike Asset'''
| rowspan="5" align="center" | '''Strike Asset'''
| [[File:Perk_RapidResponse.png|32px]]
| rowspan="5" |[[File:specops2.png|32px]]
| '''Mission Override: Abduction'''
| '''Mission Override: Abduction'''
| Grants an additional deployment slot on Abduction missions (does not stack).
| Grants an additional deployment slot on Abduction missions (does not stack).
|-
|-
| [[File:Perk_RapidResponse.png|32px]]
| '''Mission Override: Terror'''
| '''Mission Override: Terror'''
| Grants an additional deployment slot on Terror missions (does not stack).
| Grants an additional deployment slot on Terror missions (does not stack).
|-
|-
| [[File:Perk_RapidResponse.png|32px]]
| '''Mission Override: UFO'''
| '''Mission Override: UFO'''
| Grants an additional deployment slot on UFO missions (does not stack).
| Grants an additional deployment slot on UFO missions (does not stack).
|-
|-
| [[File:Perk_RapidResponse.png|32px]]
| '''Mission Override: Exalt'''
| '''Mission Override: Exalt'''
| Grants an additional deployment slot on EXALT Base Assault and EXALT missions (does not stack).
| Grants 2 additional deployment slots on EXALT Base Assault and EXALT missions (does not stack).
|-
|-
| [[File:Perk_RapidResponse.png|32px]]
| '''Mission Override: Black Ops'''
| '''Mission Override: Black Ops'''
| Grants an additional deployment slot on Alien Base Assault and Council missions (does not stack).
| Grants an additional deployment slot on Alien Base Assault and Council missions (does not stack).
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| rowspan="5" align="center" | '''3'''
| rowspan="5" align="center" | '''3'''
| rowspan="5" align="center" | '''Veteran Asset'''
| rowspan="5" align="center" | '''Veteran Asset'''
| [[File:Perk_DamnGoodGround.png|32px]]
| rowspan="3" |[[File:specops.png|32px]]
| '''Aerial Slayer'''
| '''Aerial Slayer'''
| Grants +X damage to shots at flying-capable units.<br/>''X = 1/5th of [Base Aim - 50].''
| Grants +X damage to shots at flying-capable units.<br/>''X = 1/5th of [Base Aim - 50].''
|-
|-
| [[File:Perk_DamnGoodGround.png|32px]]
| '''Heavy Ordnance'''
| '''Ether Slayer'''
| Grants +X% base weapon damage to explosive grenades.<br/>''X = [Base Aim - 50].''
| Grants +X damage to shots at units with distortion.<br/>''X = 1/5th of [Base Aim - 50].''
|-
|-
| [[File:Perk_DamnGoodGround.png|32px]]
| '''Ranger Elite'''
| '''Panzer Slayer'''
| Grants +X damage to sidearms.<br/>''X = 1/5th of [Base Aim - 50].''
| Grants +X damage to shots at grounded robotic units.<br/>''X = 1/5th of [Base Aim - 50].''
|-
|-
| [[File:Perk_Command.png|32px]]
| [[File:specops3b.png|32px]]
| '''Squad XO'''
| '''Squad XO'''
| Grants +1 [[Command]] charge to the commanding officer.
| Grants +2 [[Officers_(LWR)#Officer Ranks|Command]] charge to the commanding officer.
|-
|-
| [[File:Perk_Bombard.png|32px]]
| [[File:specops3c.png|32px]]
| '''Ordnance Expert'''
| '''Ordnance Expert'''
| Grants +X% throw range.<br/>''X = [Base Aim - 50].''
| Grants +X% throw range.<br/>''X = [Base Aim - 50].''  
|-
|-
| rowspan="5" align="center" | '''4'''
| rowspan="5" align="center" | '''4'''
| rowspan="5" align="center" | '''Field Lead'''
| rowspan="5" align="center" | '''Field Lead'''
| [[File:Perk_BattleScanner.png|32px]]
| [[File:specops4a.png|32px]]
| '''Sensor Rig'''
| '''Sensor Rig'''
| Integrates a Proximity Sensor into this unit's Leather Jacket: Grants '''Tracker''' and provides active and passive detection of aliens that are hidden using various means via on-screen radar display.
| Grants +3 armor HP. Integrates a Proximity Sensor into this unit's Leather Jacket: Grants Tracker and provides active and passive detection of aliens that are hidden using various means via on-screen radar display.
|-
|-
| [[File:Perk_IronWill.png|32px]]
| [[File:specops4b.png|32px]]
| '''Mindshield'''
| '''Mindshield'''
| Reduce psionic damage received by X%.<br/>''X = 1/2 of [Base Aim - 50].''
| Grants +3 armor HP. Reduce psionic damage received by X%.<br/>''X = [Base Aim - 50].''
|-
|-
| [[File:Perk_LowProfile.png|32px]]
| [[File:specops4c.png|32px]]
| '''Cover Discipline'''
| '''Cover Discipline'''
| Cover grants +X% DR.<br/>''X = 1/2 of [Base Aim - 50].''
| Grants +3 armor HP. Cover grants +X% DR.<br/>''X = 1/2 of [Base Aim - 50].''
|-
|-
| [[File:Perk_ReinforcedArmor.png|32px]]
| [[File:specops4d.png|32px]]
| '''Stonewall'''
| '''Stonewall'''
| Incoming critical hits lose X% crit damage (Max 50% loss).<br/>''X = [Base Aim - 50].''
| Grants +3 armor HP. Incoming non-critical shots have an X% chance to deal only 1 damage.<br/>''X = 1/2 of [Base Aim - 50].''
|-
|-
| [[File:Perk_HoloTargeting.png|32px]]
| [[File:specops4e.png|32px]]
| '''Countermark'''
| '''Countermark'''
| This unit cannot be holo-targeted.
| Grants +3 armor HP. Enemies that attempt to holo this unit holo themselves instead.
|-
|-
| rowspan="5" align="center" | '''5'''
| rowspan="5" align="center" | '''5'''
| rowspan="5" align="center" | '''Theater Lead'''
| rowspan="5" align="center" | '''Theater Lead'''
| [[File:Perk_Foundry_NewCombatSystems.png|32px]]
| rowspan="5" | [[File:specops1.png|32px]]
| '''Alpha Barrage'''
| '''Alpha Barrage'''
| Shots against enemy Leaders have an X% chance to cost 0 AP.<br/>''X = 1/4th of [Base Aim - 50].''
| Shots against enemy Leaders have an X% chance to cost 0 AP.<br/>''X = 1/3rd of [Base Aim - 50].''
|-
|-
| [[File:Perk_Foundry_NewCombatSystems.png|32px]]
| '''Grunt Barrage'''
| '''Grunt Barrage'''
| Shots against non-Leader enemies have an X% chance to cost 0 AP.<br/>''X = 1/2 of [Base Aim - 50].''
| Shots against non-Leader enemies have an X% chance to cost 0 AP.<br/>''X = [Base Aim - 50].''
|-
|-
| [[File:Perk_Foundry_NewCombatSystems.png|32px]]
| '''Ordnance Barrage'''
| '''Ordnance Barrage'''
| Grenades have an X% chance to cost 0 AP.<br/>''X = [Base Aim - 50].''
| Grenades have an X% chance to cost 0 AP.<br/>''X = [Base Aim - 50].
|-
|-
| [[File:Perk_Foundry_NewCombatSystems.png|32px]]
| '''Holo Amp'''
| '''Holo Amp'''
| Holo provides an additional +10 penetration (applies to enemies holo'd from any source; does not stack).
| Holo provides an additional +10 penetration (applies to enemies holo'd from any source; does not stack).
|-
|-
| [[File:Perk_Foundry_NewCombatSystems.png|32px]]
| '''Acid Amp'''
| '''Acid Amp'''
| Corrosion causes twice as much armor loss (applies to enemies corroded from any source; does not stack).
| Corrosion causes twice as much armor loss (applies to enemies corroded from any source; does not stack).
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| rowspan="5" align="center" | '''6'''
| rowspan="5" align="center" | '''6'''
| rowspan="5" align="center" | '''Theater Chief'''
| rowspan="5" align="center" | '''Theater Chief'''
| [[File:Perk_Poisoned.png|32px]]
| rowspan="5" | [[File:specops6.png|32px]]
| '''Toxic Lockdown'''
| '''Toxic Lockdown'''
| Thin Men or Chryssalids damaged by this unit have an X% chance to be '''maimed'''. Misses against them cost 0 AP. <br/>''X = 2 * [Base Aim - 50].''<br/>''Does not work against leaders or during the enemy turn.''
| Thinmen or Chryssalids shot by this unit have an x% chance to be maimed and an x% chance for misses against them to cost 0 AP <br>where x is double [base aim - 50]. <br>''Does not work against leaders or during the enemy turn''
|-
|-
| [[File:Perk_Poisoned.png|32px]]
| '''Sectoid Lockdown'''
| '''Sectoid Lockdown'''
| Sectoids or Sectoid Commanders hit by this unit have an X% chance to be '''maimed'''. Misses against them cost 0 AP. <br/>''X = 2 * [Base Aim - 50].''<br/>''Does not work against leaders or during the enemy turn.''
| Sectoids or Sectoid Commanders shot by this unit have an x% chance to be maimed and an x% chance for misses against them to cost 0 AP <br>where x is double [base aim - 50]. <br>''Does not work against leaders or during the enemy turn''
|-
|-
| [[File:Perk_Poisoned.png|32px]]
| '''Mechwing Lockdown'''
| '''Mechwing Lockdown'''
| Drones, Seekers, or Cyberdiscs hit by this unit have an X% chance to become '''unprepared'''. Misses against them cost 0 AP. <br/>''X = 2 * [Base Aim - 50].''<br/>''Does not work against leaders or during the enemy turn.''
| Drones, Seekers, or Cyberdiscs shot by this unit have an x% chance to become unprepared and an x% chance for misses against them to cost 0 AP <br>where x is double [base aim - 50]. <br>''Does not work against leaders or during the enemy turn''
|-
|-
| [[File:Perk_Poisoned.png|32px]]
| '''Muton Lockdown'''
| '''Muton Lockdown'''
| Mutons, Berserkers, or Muton Elites hit by this unit have an X% chance to be '''maimed'''. Misses against them cost 0 AP. <br/>''X = 2 * [Base Aim - 50].''<br/>''Does not work against leaders or during the enemy turn.''
|Mutons, Berserkers, or Muton Elites shot by this unit have an x% chance to be maimed and an x% chance for misses against them to cost 0 AP <br>where x is double [base aim - 50]. <br>''Does not work against leaders or during the enemy turn''
|-
|-
| [[File:Perk_Poisoned.png|32px]]
| '''Floater Lockdown'''
| '''Floater Lockdown'''
| Floaters or Heavy Floaters hit by this unit have an X% chance to be '''maimed'''. Misses against them cost 0 AP. <br/>''X = 2 * [Base Aim - 50].''<br/>''Does not work against leaders or during the enemy turn.''
| Floaters or Heavy Floaters shot by this unit have an x% chance to be maimed and an x% chance for misses against them to cost 0 AP <br>where x is double [base aim - 50]. <br>''Does not work against leaders or during the enemy turn''
|}
|}



Latest revision as of 19:30, 14 April 2026

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Overview

Spec Ops are a special class of elite soldiers in Long War Rebalance. Only Elite Recruits are capable of becoming Spec Ops. Elite Recruits are unlocked via the OTS Colonels upgrade (available 60 missions into the campaign).

Upon initiation, the soldier is "burned in" to the program: they are no longer eligible for Gene Mods, Psionic training, MEC Augmentation, or Officer Training.

Spec Ops soldiers operate as specialized utility units. They trade the protection of heavy armor for high mobility and powerful unique perks. They all acquire the Spec Ops perk:

Spec Ops
Spec Ops
Spec Ops

Spec Ops (Leather Jacket only): Gain +2 Armor HP, +20 Base Will, 100% graze vs non-psionic attacks, +3 charges on equipped medikits/grenades/javelins (double on explosive grenades), an additional reaction shot during overwatch, and a 5% chance for end-in-idle actions to cost 0 AP. Each additional Spec Ops rank grants +5 Base Will and 5% more chance for 0 AP actions. Max of 1 Spec Ops per mission.


Training & Costs

Spec Ops training is expensive and physically demanding. Costs and fatigue times are dynamic, based on the soldier's Base Aim. Higher aim soldiers and soldiers with missions under their belt are easier to train as Spec Ops.

  • Initiation Requirement: Elite Recruit with at least 65 aim.
  • Progression: Each rank requires completing 1 mission as a Spec Ops soldier to unlock the next rank (modified by campaign length and certain second wave options).
  • Respec: Once a perk is selected, it cannot be changed.
Attribute Formula Minimum
Credit Cost (75 - Base Aim - Missions) x 20 20 Credits
Fatigue Penalty 80 - Base Aim - Missions 1 Day

Note: The credit and fatigue cost applies to Initiation and each promotion after the first (however promotions after the first only have 1/4 the credit cost).

Perk Tree

Unlike standard classes, Spec Ops perks contain an element of randomness.

  • Each rank has a pool of **5 possible perks**.
  • For any individual soldier, **only 3 of the 5 perks will be available** to choose from.
  • You can see the specific 3 options available for the next rank once the solider completes a successful mission under the current rank.
Rank Rank Name Icon Ability Name Description
1 Field Asset North American Authority Grants the Home Ground bonus in North America.
South American Authority Grants the Home Ground bonus in South America.
European Authority Grants the Home Ground bonus in Europe.
African Authority Grants the Home Ground bonus in Africa.
Asian Authority Grants the Home Ground bonus in Asia.
2 Strike Asset Mission Override: Abduction Grants an additional deployment slot on Abduction missions (does not stack).
Mission Override: Terror Grants an additional deployment slot on Terror missions (does not stack).
Mission Override: UFO Grants an additional deployment slot on UFO missions (does not stack).
Mission Override: Exalt Grants 2 additional deployment slots on EXALT Base Assault and EXALT missions (does not stack).
Mission Override: Black Ops Grants an additional deployment slot on Alien Base Assault and Council missions (does not stack).
3 Veteran Asset Aerial Slayer Grants +X damage to shots at flying-capable units.
X = 1/5th of [Base Aim - 50].
Heavy Ordnance Grants +X% base weapon damage to explosive grenades.
X = [Base Aim - 50].
Ranger Elite Grants +X damage to sidearms.
X = 1/5th of [Base Aim - 50].
Squad XO Grants +2 Command charge to the commanding officer.
Ordnance Expert Grants +X% throw range.
X = [Base Aim - 50].
4 Field Lead Sensor Rig Grants +3 armor HP. Integrates a Proximity Sensor into this unit's Leather Jacket: Grants Tracker and provides active and passive detection of aliens that are hidden using various means via on-screen radar display.
Mindshield Grants +3 armor HP. Reduce psionic damage received by X%.
X = [Base Aim - 50].
Cover Discipline Grants +3 armor HP. Cover grants +X% DR.
X = 1/2 of [Base Aim - 50].
Stonewall Grants +3 armor HP. Incoming non-critical shots have an X% chance to deal only 1 damage.
X = 1/2 of [Base Aim - 50].
Countermark Grants +3 armor HP. Enemies that attempt to holo this unit holo themselves instead.
5 Theater Lead Alpha Barrage Shots against enemy Leaders have an X% chance to cost 0 AP.
X = 1/3rd of [Base Aim - 50].
Grunt Barrage Shots against non-Leader enemies have an X% chance to cost 0 AP.
X = [Base Aim - 50].
Ordnance Barrage Grenades have an X% chance to cost 0 AP.
X = [Base Aim - 50].
Holo Amp Holo provides an additional +10 penetration (applies to enemies holo'd from any source; does not stack).
Acid Amp Corrosion causes twice as much armor loss (applies to enemies corroded from any source; does not stack).
6 Theater Chief Toxic Lockdown Thinmen or Chryssalids shot by this unit have an x% chance to be maimed and an x% chance for misses against them to cost 0 AP
where x is double [base aim - 50].
Does not work against leaders or during the enemy turn
Sectoid Lockdown Sectoids or Sectoid Commanders shot by this unit have an x% chance to be maimed and an x% chance for misses against them to cost 0 AP
where x is double [base aim - 50].
Does not work against leaders or during the enemy turn
Mechwing Lockdown Drones, Seekers, or Cyberdiscs shot by this unit have an x% chance to become unprepared and an x% chance for misses against them to cost 0 AP
where x is double [base aim - 50].
Does not work against leaders or during the enemy turn
Muton Lockdown Mutons, Berserkers, or Muton Elites shot by this unit have an x% chance to be maimed and an x% chance for misses against them to cost 0 AP
where x is double [base aim - 50].
Does not work against leaders or during the enemy turn
Floater Lockdown Floaters or Heavy Floaters shot by this unit have an x% chance to be maimed and an x% chance for misses against them to cost 0 AP
where x is double [base aim - 50].
Does not work against leaders or during the enemy turn

See Also