Spec Ops (LWR)
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).
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, Psionic training, MEC Augmentation, or Officer Training.
Overview
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.
Special Operative Perk
All Spec Ops soldiers automatically receive the Special Operative perk.
- Survivability: Grants +4 Armor HP and +40 Will.
- Evasion: All incoming non-psionic attacks against this unit will graze (greatly reducing damage taken, though they are still fragile without heavy armor).
- Equipment: Grants +4 additional charges to any equipped grenade.
- Restriction: The unit is restricted to wearing only the Leather Jacket as armor.
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.
- Initiation Requirement: OTS Colonels upgrade, TSGT Rank.
- Progression: Each rank requires completing 1 mission as a Spec Ops soldier to unlock the next rank.
- Respec: Once a perk is selected, it cannot be changed.
| Attribute | Formula | Minimum |
|---|---|---|
| Credit Cost | <math>(75 - \text{Base Aim}) \times 20</math> | 20 Credits |
| Fatigue Penalty | <math>(75 - \text{Base Aim})</math> | 1 Day |
Note: The credit cost applies to Initiation and every promotion after the first. The fatigue penalty applies to every training session.
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 you unlock the current rank.
| Rank | Rank Name | Icon | Ability Name | Description |
|---|---|---|---|---|
| 1 | Field Asset | File:Perk Foundry NewCombatSystems.png | North American Authority | Grants the Home Ground bonus in North America. |
| File:Perk Foundry NewCombatSystems.png | South American Authority | Grants the Home Ground bonus in South America. | ||
| File:Perk Foundry NewCombatSystems.png | European Authority | Grants the Home Ground bonus in Europe. | ||
| File:Perk Foundry NewCombatSystems.png | African Authority | Grants the Home Ground bonus in Africa. | ||
| File:Perk Foundry NewCombatSystems.png | Asian Authority | Grants the Home Ground bonus in Asia. | ||
| 2 | Strike Asset | File:Perk RapidResponse.png | Mission Override: Abduction | Grants an additional deployment slot on Abduction missions (does not stack). |
| File:Perk RapidResponse.png | Mission Override: Terror | Grants an additional deployment slot on Terror missions (does not stack). | ||
| File:Perk RapidResponse.png | Mission Override: UFO | Grants an additional deployment slot on UFO missions (does not stack). | ||
| File:Perk RapidResponse.png | Mission Override: Exalt | Grants an additional deployment slot on EXALT Base Assault and EXALT missions (does not stack). | ||
| File:Perk RapidResponse.png | Mission Override: Black Ops | Grants an additional deployment slot on Alien Base Assault and Council missions (does not stack). | ||
| 3 | Veteran Asset | File:Perk DamnGoodGround.png | Aerial Slayer | Grants +X damage to shots at flying-capable units. X = 1/5th of [Base Aim - 50]. |
| File:Perk DamnGoodGround.png | Ether Slayer | Grants +X damage to shots at units with distortion. X = 1/5th of [Base Aim - 50]. | ||
| File:Perk DamnGoodGround.png | Panzer Slayer | Grants +X damage to shots at grounded robotic units. X = 1/5th of [Base Aim - 50]. | ||
| File:Perk Command.png | Squad XO | Grants +1 Command charge to the commanding officer. | ||
| File:Perk Bombard.png | Ordnance Expert | Grants +X% throw range. X = [Base Aim - 50]. | ||
| 4 | Field Lead | File:Perk BattleScanner.png | 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. |
| File:Perk IronWill.png | Mindshield | Reduce psionic damage received by X%. X = 1/2 of [Base Aim - 50]. | ||
| File:Perk LowProfile.png | Cover Discipline | Cover grants +X% DR. X = 1/2 of [Base Aim - 50]. | ||
| File:Perk ReinforcedArmor.png | Stonewall | Incoming critical hits lose X% crit damage (Max 50% loss). X = [Base Aim - 50]. | ||
| File:Perk HoloTargeting.png | Countermark | This unit cannot be holo-targeted. | ||
| 5 | Theater Lead | File:Perk Foundry NewCombatSystems.png | Alpha Barrage | Shots against enemy Leaders have an X% chance to cost 0 AP. X = 1/4th of [Base Aim - 50]. |
| File:Perk Foundry NewCombatSystems.png | Grunt Barrage | Shots against non-Leader enemies have an X% chance to cost 0 AP. X = 1/2 of [Base Aim - 50]. | ||
| File:Perk Foundry NewCombatSystems.png | Ordnance Barrage | Grenades have an X% chance to cost 0 AP. X = [Base Aim - 50]. | ||
| File:Perk Foundry NewCombatSystems.png | Holo Amp | Holo provides an additional +10 penetration (applies to enemies holo'd from any source; does not stack). | ||
| File:Perk Foundry NewCombatSystems.png | Acid Amp | Corrosion causes twice as much armor loss (applies to enemies corroded from any source; does not stack). | ||
| 6 | Theater Chief | File:Perk Poisoned.png | Toxic Lockdown | Thin Men or Chryssalids damaged by this unit have an X% chance to be maimed. Misses against them cost 0 AP. X = 2 * [Base Aim - 50]. Does not work against leaders or during the enemy turn. |
| File:Perk Poisoned.png | Sectoid Lockdown | Sectoids or Sectoid Commanders hit by this unit have an X% chance to be maimed. Misses against them cost 0 AP. X = 2 * [Base Aim - 50]. Does not work against leaders or during the enemy turn. | ||
| File:Perk Poisoned.png | Mechwing Lockdown | Drones, Seekers, or Cyberdiscs hit by this unit have an X% chance to become unprepared. Misses against them cost 0 AP. X = 2 * [Base Aim - 50]. Does not work against leaders or during the enemy turn. | ||
| File:Perk Poisoned.png | Muton Lockdown | Mutons, Berserkers, or Muton Elites hit by this unit have an X% chance to be maimed. Misses against them cost 0 AP. X = 2 * [Base Aim - 50]. Does not work against leaders or during the enemy turn. | ||
| File:Perk Poisoned.png | Floater Lockdown | Floaters or Heavy Floaters hit by this unit have an X% chance to be maimed. Misses against them cost 0 AP. X = 2 * [Base Aim - 50]. Does not work against leaders or during the enemy turn. |