Spec Ops (LWR)
Overview
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).
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 (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: OTS Colonels upgrade.
- 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 | (80 - 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 those promotions 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]. | |
| Ether Slayer | Grants +X damage to shots at units with distortion. X = 1/5th of [Base Aim - 50]. | |||
| Panzer Slayer | Grants +X damage to shots at grounded robotic units. X = 1/5th of [Base Aim - 50]. | |||
| Squad XO | Grants +1 Command charge to the commanding officer. | |||
| Ordnance Expert | Grants +X% throw range. X = [Base Aim - 50]. | |||
| 4 | Field Lead | 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. | |
| Mindshield | Reduce psionic damage received by X%. X = 1/2 of [Base Aim - 50]. | |||
| Cover Discipline | Cover grants +X% DR. X = 1/2 of [Base Aim - 50]. | |||
| Stonewall | Incoming critical hits lose X% crit damage (Max 50% loss). X = [Base Aim - 50]. | |||
| Countermark | This unit cannot be holo-targeted. | |||
| 5 | Theater Lead | Alpha Barrage | Shots against enemy Leaders have an X% chance to cost 0 AP. X = 1/4th of [Base Aim - 50]. | |
| Grunt Barrage | Shots against non-Leader enemies have an X% chance to cost 0 AP. X = 1/2 of [Base Aim - 50]. | |||
| Ordnance Barrage | Grenades have an X% chance to cost 0 AP. X = [Base Aim - 50]. Increases the charges granted by the base Spec Ops perk by 3. | |||
| 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 |