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Spec Ops (LWR)

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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.

See Also