Difference between revisions of "Alien Life Forms (Long War)"
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− | {{ | + | {{Toc (Long War)|25}} |
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− | + | [[File:LW_Chryssalid_Queen.jpeg|left|thumb|A Chryssalid "Greater Hive Queen" compared to its smaller brethren.]] | |
+ | ==Overview== | ||
+ | Much like in vanilla, '''Aliens''' deploy in [[Alien_Deployment_(Long_War)#Pods|Pods]], which are "activated" by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout. | ||
− | All pods now make noise when they move, but some pods will choose to | + | All pods now make noise when they move, but some pods will choose to wait in one spot rather than patrol. The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO's, 40%, and on Small UFO's, 10%. |
− | + | ===Research Upgrades=== | |
− | {| class="wikitable" width="75%" | + | The aliens will continually improve their technology as the war goes on, represented by a hidden variable called [[Alien Research (Long War)|Alien Research]]. This will grant aliens extra stats, and in some cases unlock new perks. |
+ | |||
+ | Some upgrades are granted for free to all aliens, whereas other upgrades have only a chance of applying to any given alien. In the latter cases, the aliens sometimes receive a new name, and hence they are named "Variant" upgrades. | ||
+ | |||
+ | ===Pod Leader=== | ||
+ | Each Pod will be led by one '''Pod Leader''' alien, possessing both improved stats and new abilities. Pod leaders can easily be identified by their larger health pool and increased physical size. | ||
+ | |||
+ | Pod Leaders initially start at level 0 with standard stats, but as [[Alien Research (Long War)|Alien Research]] progresses, they begin to start being able to acquire higher leader levels. At Alien Research 40, aliens start having chance to roll a level 1 leader for all pods. At each multiple of 40 Alien Research thereafter, an additional level unlocks, up to a maximum of 7 on normal missions. Special level 8 or 9 may appear on special missions, see [[Alien Life Forms (Long War)#Bosses|Bosses]] below. | ||
+ | |||
+ | Below 360 Alien Research, the chance to roll every level of leader for a pod is the same; for example, at Alien Research 120, a pod has a 25% chance to roll a level 3 leader, a 25% chance for a level 2, a 25% chance for a level 1, and a 25% chance for a level 0. | ||
+ | |||
+ | Starting at 360 Alien Research, and all the way up to 600, the chance of rolling any given leader stops being equally likely. The higher alien research, the more the formula is biased towards rolling high leader levels. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! rowspan=2 | [[Alien Research (Long War)|Alien<br>Research]] | ||
+ | ! colspan=8 | Alien Leader Level | ||
+ | |- | ||
+ | ! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 | ||
+ | |- | ||
+ | ! 0 | ||
+ | | 100% || || || || || || || | ||
+ | |- | ||
+ | ! 40 | ||
+ | | 50.0% || 50.0% || || || || || || | ||
+ | |- | ||
+ | ! 80 | ||
+ | | 33.33% || 33.33% || 33.33% || || || || || | ||
+ | |- | ||
+ | ! 120 | ||
+ | | 25.0% || 25.0% || 25.0% || 25.0% || || || || | ||
+ | |- | ||
+ | ! 160 | ||
+ | | 20.0% || 20.0% || 20.0% || 20.0% || 20.0% || || || | ||
+ | |- | ||
+ | ! 200 | ||
+ | | 16.67% || 16.67% || 16.67% || 16.67% || 16.67% || 16.67% || || | ||
+ | |- | ||
+ | ! 240 | ||
+ | | 14.29% || 14.29% || 14.29% || 14.29% || 14.29% || 14.29% || 14.29% || | ||
+ | |- | ||
+ | ! 280 | ||
+ | | 12.5% || 12.5% || 12.5% || 12.5% || 12.5% || 12.5% || 12.5% || 12.5% | ||
+ | |- | ||
+ | ! 320 | ||
+ | | 12.5% | ||
+ | | 12.5% || 12.5% || 12.5% || 12.5% || 12.5% || 12.5% || 12.5% | ||
+ | |- | ||
+ | ! 360 | ||
+ | | 10.0% || 12.86% || 12.86% || 12.86% || 12.86% || 12.86% || 12.86% || 12.86% | ||
+ | |- | ||
+ | ! 400 | ||
+ | | 9.09% || 9.09% || 13.64% || 13.64% || 13.64% || 13.64% || 13.64% || 13.64% | ||
+ | |- | ||
+ | ! 440 | ||
+ | | 8.33% || 8.33% || 8.33% || 15.0% || 15.0% || 15.0% || 15.0% || 15.0% | ||
+ | |- | ||
+ | ! 480 | ||
+ | | 7.69% || 7.69% || 7.69% || 7.69% || 17.31% || 17.31% || 17.31% || 17.31% | ||
+ | |- | ||
+ | ! 520 | ||
+ | | 7.14% || 7.14% || 7.14% || 7.14% || 7.14% || 21.43% || 21.43% || 21.43% | ||
+ | |- | ||
+ | ! 560 | ||
+ | | 6.67% || 6.67% || 6.67% || 6.67% || 6.67% || 6.67% || 30.0% || 30.0% | ||
+ | |- | ||
+ | ! 600+ | ||
+ | | 6.25% || 6.25% || 6.25% || 6.25% || 6.25% || 6.25% || 6.25% || 56.25% | ||
+ | |} | ||
+ | |||
+ | ====Tough Leaders==== | ||
+ | |||
+ | Certain pods in difficult missions (such as Alien Base Assaults, the EXALT HQ Raid, and lategame EXALT missions) are flagged as "tough" and get a +3 bonus to their alien leader's level (max 7). These pods can eclipse the normal maximum defined by Alien Research, but leader levels in excess of 7 are reduced to 7. | ||
+ | |||
+ | {| class="wikitable mw-collapsible mw-collapsed" width="35%" | ||
+ | |- | ||
+ | |+ "Tough" Alien Leader Levels | ||
+ | |- | ||
+ | ! rowspan=2 | [[Alien Research (Long War)|Alien<br>Research]] | ||
+ | ! colspan=5 | "Tough" Leader Level | ||
+ | |- | ||
+ | ! 3 !! 4 !! 5 !! 6 !! 7 | ||
+ | |- | ||
+ | ! 0 | ||
+ | | 100% || || || || | ||
+ | |- | ||
+ | ! 40 | ||
+ | | 50.0% || 50.0% || || || | ||
+ | |- | ||
+ | ! 80 | ||
+ | | 33.33% || 33.33% || 33.33% || || | ||
+ | |- | ||
+ | ! 120 | ||
+ | | 25.0% || 25.0% || 25.0% || 25.0% || | ||
+ | |- | ||
+ | ! 160 | ||
+ | | 20.0% || 20.0% || 20.0% || 20.0% || 20.0% | ||
+ | |- | ||
+ | ! 200 | ||
+ | | 16.67% || 16.67% || 16.67% || 16.67% || 33.33% | ||
+ | |- | ||
+ | ! 240 | ||
+ | | 14.29% || 14.29% || 14.29% || 14.29% || 42.86% | ||
+ | |- | ||
+ | ! 280 | ||
+ | | 12.50% || 12.50% || 12.50% || 12.50% || 50.0% | ||
+ | |- | ||
+ | ! 320 | ||
+ | | 12.50% || 12.50% || 12.50% || 12.50% || 50.0% | ||
+ | |- | ||
+ | ! 360 | ||
+ | | 10.00% || 12.86% || 12.86% || 12.86% || 51.43% | ||
+ | |- | ||
+ | ! 400 | ||
+ | | 9.09% || 9.09% || 13.64% || 13.64% || 54.55% | ||
+ | |- | ||
+ | ! 440 | ||
+ | | 8.33% || 8.33% || 8.33% || 15.0% || 60.0% | ||
+ | |- | ||
+ | ! 480 | ||
+ | | 7.69% || 7.69% || 7.69% || 7.69% || 69.23% | ||
+ | |- | ||
+ | ! 520 | ||
+ | | 7.14% || 7.14% || 7.14% || 7.14% || 71.43% | ||
+ | |- | ||
+ | ! 560 | ||
+ | | 6.67% || 6.67% || 6.67% || 6.67% || 73.33% | ||
+ | |- | ||
+ | ! 600 | ||
+ | | 6.25% || 6.25% || 6.25% || 6.25% || 75.0% | ||
+ | |} | ||
+ | |||
+ | ===Appears=== | ||
+ | The '''Appears''' data listed for each alien is the lowest time in days it could appear normally (as a Pod Leader) with a time-only based [[Alien Research (Long War)|Alien Research]] progression. [[Alien Research (Long War)#Bonus Research|Bonus Research]] from outside sources (e.g. Alien Bases, XCOM Soldiers left behind on failed missions, etc.) may cause some of these aliens to appear ahead of their schedule. In addition, landed UFOs present the possibility of aliens one [[Alien Research (Long War)#iMonth|iMonth]] (28 days) ahead of their standard schedule during that mission. | ||
+ | |||
+ | Pod composition is dependent upon the leader alien, and the leader alien is dependent upon Alien Research progression. For more information on when leader aliens can appear and how pods work, see [[Alien Deployment (Long War)|Alien Deployment]]. | ||
+ | |||
+ | ===Legend=== | ||
+ | {| class="wikitable" width="75%" style="align: center" | ||
+ | |- | ||
+ | | width="8%" | '''No Color''' || '''Research Upgrades''' | ||
+ | |||
+ | These stat boosts are automatically unlocked as soon as Alien Research reaches the required amount, for all aliens of this type (including variants, leaders, and bosses). | ||
|- | |- | ||
− | + | | style="background: #FFB" width="8%" | '''Yellow''' || '''Variants''' | |
− | + | ||
− | + | These are available to all aliens of this type, including leaders, and sometimes change the name of the alien when inspected in the battlescape. They have a certain chance of appearing, indicated in the "Variant chance" column, which is rolled per alien. A given alien can roll multiple variants, in which case all bonuses apply and the alien takes on the name of the highest-leveled variant. The number of upgraded aliens in a pod is not limited. Variant aliens can only gain (or lose) base damage, hit points, aim, will, or special perk; they never gain defense, mobility, critical chance or anything else. | |
− | + | ||
− | | style="background: #FFB" width="8%" | '''Yellow''' || ''' | + | |- |
− | |- | + | | style="background: #FBB" width="8%" | '''Red''' || '''Leader Upgrades''' |
− | | style="background: #FBB" width="8%" | '''Red''' || '''Leader | + | |
+ | These are only available to pod leader aliens of that type. The alien leader's level is rolled randomly based on alien research, from level 1 up to level 7. All leader upgrades are cumulative, meaning a level 3 leader will have the level 3 upgrades as well as the level 1 and 2 upgrades. Leaders display the highest-leveled Leader name they have unlocked when inspecting them in the battlescape. | ||
+ | |- | ||
+ | | style="background: #EEF" width="8%" | '''Purple''' || '''Boss Upgrades''' | ||
+ | |||
+ | These rare aliens are level 8 or level 9 Leaders, and only show up in [[Alien Life Forms (Long War)#Bosses|specific situations]]. Reminder that leader upgrades are cumulative, so a level 9 leader gains the upgrades of all previous levels. | ||
|} | |} | ||
− | == | + | ==Support Units== |
+ | Like XCOM's own support units, these aliens are not especially threatening in a simple firefight, but instead improve the effectiveness of other alien units. They can heal and buff the stronger aliens in the collective, forcing the player to be more thoughtful in their target selection and damage output. | ||
+ | |||
===Sectoid=== | ===Sectoid=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
− | |appears= | + | |appears=0 |
|picture=[[File:Sectoid (EU2012).png|128px]] | |picture=[[File:Sectoid (EU2012).png|128px]] | ||
− | |hp=3 - | + | |damage=3 - 8 |
− | |aim= | + | |hp=3 - 14 |
+ | |aim=55 - 79 | ||
+ | |crit=0 | ||
|defense=0 - 28 | |defense=0 - 28 | ||
+ | |move=12 - 13 | ||
|will=5 - 120 | |will=5 - 120 | ||
− | | | + | |regen=0 - 2 |
}} | }} | ||
− | '''Sectoids''' behave in much the same way as you'd expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, | + | '''Sectoids''' behave in much the same way as you'd expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to ''Mind Merge'', ''Mindfray'' and ''Psi Panic''. The good news is that ''Mindfray'' has been altered to only do 1 damage. Be aware that ''Mind Merge'' has been altered so it does some damage to the merged target if the merger dies, but doesn't kill outright. Sectoid pod leaders get the ''Low Profile'' perk. All Sectoids technically have the ''Gunslinger'' perk to cancel their offset from using pistols, but do not gain extra damage. |
Unlike most alien types, Sectoid pod leaders do +1 damage over regular Sectoids at the start of the game without requiring extra research. | Unlike most alien types, Sectoid pod leaders do +1 damage over regular Sectoids at the start of the game without requiring extra research. | ||
− | Rewards: Sectoids carry | + | ''Rewards:'' Sectoids carry Alien Pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses. After ''Xenobiology'' is researched, the Council will request Sectoid Corpses from time to time. Typical requests exchange 6 Sectoids for 1 or 2 scientists, plus a 10% boost to the requesting nation's defense against panic. |
− | { | + | {{Alien Difficulty Table (Long War) |
− | + | | level1-damage=3 | level1-hp=3 | level1-aim=55 | level1-crit=0 | level1-defense=0 | level1-mobility=12 | level1-will=5 | |
− | + | | level2-damage=3 | level2-hp=3 | level2-aim=60 | level2-crit=0 | level2-defense=0 | level2-mobility=12 | level2-will=5 | |
− | + | | level3-damage=3 | level3-hp=3 | level3-aim=65 | level3-crit=0 | level3-defense=0 | level3-mobility=12 | level3-will=10 | |
− | + | | level4-damage=3 | level4-hp=4 | level4-aim=65 | level4-crit=0 | level4-defense=0 | level4-mobility=12 | level4-will=15 | |
− | + | | perks={{ListPerks (Long War)|{{Gunslinger (Long War)}}|{{Suppression (Long War)}}|{{Mindfray (Long War)}}|{{Mind Merge (Long War)}}|{{Psi Panic (Long War)}} }} | |
− | + | | perks2={{ListPerks (Long War)|{{Low Profile (Long War)}}from 270 AR|{{Adaptive Bone Marrow (Long War)}}from 720 AR}} | |
− | |- | + | }} |
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
− | |||
− | |||
|- align="center" | |- align="center" | ||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name |
− | |||
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|- align="center" | |- align="center" | ||
| 15 || - || +1 || - || - || - || - || - || +10 || - || - || - || - | | 15 || - || +1 || - || - || - || - || - || +10 || - || - || - || - | ||
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| 690 || - || - || - || - || - || +4 || - || +5 || - || - || - || - | | 690 || - || - || - || - || - || +4 || - || +5 || - || - || - || - | ||
|- align="center" | |- align="center" | ||
− | | 720 || - || +1 || - || - || - || - || - || +5 || | + | | 720 || - || +1 || - || - || - || - || - || +5 || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || - |
|- align="center" | |- align="center" | ||
| 800 || - || +1 || - || - || - || +4 || - || +5 || - || - || - || - | | 800 || - || +1 || - || - || - || +4 || - || +5 || - || - || - || - | ||
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
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! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
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|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || +1 || +1 || - || +5 || {{ Low Profile (Long War) }} || 1 || - |
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || - || - || +4 || +5 || - || 2 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || +1 || - || - || +5 || - || 3 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 160 || - || +1 || +4 || +5 || {{ Executioner (Long War) }} || 4 || Sectoid Leader | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 200 || - || - || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 240 || - || +1 || +4 || +5 || - || 6 || - | ||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 280 || +1 || - || +4 || +5 || {{ Tactical Sense (Long War) }} || 7 || Sectoid Master |
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +1 || +5 || +4 || +5 || {{ Adaptive Bone Marrow (Long War) }} || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +1 || +2 || +4 || +5 || {{ Combined Arms (Long War) }} || 9 || Reticulan | ||
|} | |} | ||
===Drone=== | ===Drone=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
− | |appears= | + | |appears=0 |
|picture=[[File:Drone 1 (EU2012).png|128px]] | |picture=[[File:Drone 1 (EU2012).png|128px]] | ||
− | |hp=3 | + | |damage=3 - 7 |
− | |aim= | + | |hp=3 - 10 |
− | |defense= | + | |aim=50 - 70 |
+ | |crit=0 | ||
+ | |dr=1 - 2 | ||
+ | |defense=-5 - 7 | ||
+ | |move=12 - 16 | ||
+ | |fuel=32 | ||
|will=0 | |will=0 | ||
− | |||
− | |||
}} | }} | ||
− | '''Drones''' | + | '''Drones''' can be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or be attached to Sectoid pods, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill when encountered in packs. A standard or Shredder rocket with the HEAT Ammo perk can make short work of them, however. Variant & Leader Drones have ''Holo-Targeting'', making them a bit more dangerous when supporting other aliens. Drones also start at 80% size at the beginning of the campaign with a variant upgrade. |
+ | |||
+ | A Level 9 Drone, the '''Atlas Drone''', will appear in the 18th Terror mission. | ||
− | Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the | + | ''Rewards:'' Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the ''Field Repairs'' Foundry project and the Holo-Targeter. Later-game, Drone Wrecks are required for several Foundry projects including ''Field Repairs'' (10), ''Drone Capture'' (30), ''Improved Arc Thrower'' (10), ''Sentinel Drone'' (1), and ''Advanced Flight'' (5). Also, two Drone Wrecks are required for UFO Tracking (Boost). |
− | { | + | {{Alien Difficulty Table (Long War) |
− | + | | level1-damage=3 | level1-hp=3 | level1-aim=50 | level1-crit=0 | level1-defense=-5 | level1-mobility=12 | level1-will=0 | |
− | + | | level2-damage=3 | level2-hp=3 | level2-aim=55 | level2-crit=0 | level2-defense=0 | level2-mobility=12 | level2-will=0 | |
− | + | | level3-damage=3 | level3-hp=4 | level3-aim=60 | level3-crit=0 | level3-defense=0 | level3-mobility=12 | level3-will=0 | |
− | + | | level4-damage=3 | level4-hp=4 | level4-aim=60 | level4-crit=0 | level4-defense=0 | level4-mobility=12 | level4-will=0 | |
− | + | | perks={{ListPerks (Long War)| {{Flight (Long War)}} | {{Hardened (Long War)}} | {{Overload (Long War)}} | {{Repair (Long War)}} | {{Robotic (Long War)}} }} | |
− | + | }} | |
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
− | |||
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|- align="center" | |- align="center" | ||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name |
|- align="center" | |- align="center" | ||
| 0 || - || - || - || - || +1 || - || - || - || - || - || - || - | | 0 || - || - || - || - || +1 || - || - || - || - || - || - || - | ||
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| 15 || - || - || - || - || +0.2 || - || - || - || - || - || - || - | | 15 || - || - || - || - || +0.2 || - || - || - || - || - || - || - | ||
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− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
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! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
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|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || - || - || - || - || {{ Holo-Targeting (Long War) }} || 1 || Tracker Drone |
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || - || - || - || - || - || 2 || Tracker Drone | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || +2 || +2 || - || - || - || 3 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 160 || - || - || - || - || - || 4 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 200 || - || - || - || - || - || 5 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 240 || - || - || - || - || - || 6 || - | ||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 280 || +3 || +15 || +15 || - || - || 7 || - |
− | | | + | |- align="center" style="background-color:#EEF" |
− | + | | N/A || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || Battle Drone | |
− | == | + | |- align="center" style="background-color:#EEF" |
− | + | | N/A || +3 || +30 || +10 || - || {{ Light Em Up (Long War) }} || 9 || Atlas Drone | |
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|} | |} | ||
− | + | ==Harassment Units== | |
− | + | Harassment units are generally not a major threat on their own, but can quickly make a mixed engagement go from bad to worse. Their special abilities can greatly impair XCOM's ability to perform on the field. This can be countered with advanced tech options or specialized tactics. | |
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===Thin Man=== | ===Thin Man=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
− | |appears= | + | |appears=28 |
+ | |appears2=28 | ||
|picture=[[File:Thin_Man_1_(EU2012).png|128px]] | |picture=[[File:Thin_Man_1_(EU2012).png|128px]] | ||
+ | |damage=5 - 7 | ||
|hp=5 - 22 | |hp=5 - 22 | ||
− | |aim= | + | |aim=60 - 95 |
+ | |crit=4 - 34 | ||
|defense=0 - 35 | |defense=0 - 35 | ||
+ | |move=14 - 19 | ||
|will=25 - 55 | |will=25 - 55 | ||
− | | | + | |regen=0 - 8 |
}} | }} | ||
− | '''Thin Men''' are quite similar to vanilla, with high mobility, mediocre aim and low | + | '''Thin Men''' are quite similar to vanilla, with high mobility, mediocre aim and low will. The main change is that their poison has been replaced with acid, which lowers aim (flat -20%) and mobility (-25%) as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc. will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with Medikits or sealed armor are immune to the mobility effects of acid and won't take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid. |
− | + | A Level 9 Thin Man, the Typhon, can appear in a scripted encounter in Furies without the prerequisite Alien Research. | |
− | + | ''Rewards:'' Thin Men carry Alien Carbines (with the standard dead-man switch) and leave corpses. These can be spent on the ''Improved Medikit'' Foundry project (10x) after completing an autopsy (10x). The Thin Man interrogation gives a 25% research credit towards laser weaponry. | |
− | + | ||
− | + | {{Alien Difficulty Table (Long War) | |
− | + | | level1-damage=5 | level1-hp=5 | level1-aim=60 | level1-crit=4 | level1-defense=0 | level1-mobility=14 | level1-will=25 | |
− | + | | level2-damage=5 | level2-hp=5 | level2-aim=70 | level2-crit=4 | level2-defense=0 | level2-mobility=14 | level2-will=25 | |
− | + | | level3-damage=5 | level3-hp=5 | level3-aim=75 | level3-crit=4 | level3-defense=0 | level3-mobility=14 | level3-will=35 | |
− | + | | level4-damage=5 | level4-hp=5 | level4-aim=75 | level4-crit=4 | level4-defense=0 | level4-mobility=14 | level4-will=50 | |
− | |- | + | | perks={{ListPerks (Long War)| {{Acidic (Long War)}} | {{Acid Spit (Long War)}} | {{Leap (Long War)}} | {{Suppression (Long War)}} }} |
− | + | | perks2={{ListPerks (Long War)|{{Adaptive Bone Marrow (Long War)}}from 240 AR|{{Low Profile (Long War)}}from 400 AR}} | |
− | |- | + | |
− | + | }} | |
− | |- | ||
− | |||
− | |- | ||
− | |||
− | |- | ||
− | | | ||
− | |||
{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
|- align="center" | |- align="center" | ||
− | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name | |
− | |||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | ||
|- align="center" | |- align="center" | ||
| 90 || - || +1 || +5 || - || - || - || - || +3 || - || - || - || - | | 90 || - || +1 || +5 || - || - || - || - || +3 || - || - || - || - | ||
Line 369: | Line 407: | ||
| 210 || - || +1 || - || +5 || - || - || +1 || +3 || - || - || - || - | | 210 || - || +1 || - || +5 || - || - || +1 || +3 || - || - || - || - | ||
|- align="center" | |- align="center" | ||
− | | 240 || - || +1 || - || - || - || - || - || - || | + | | 240 || - || +1 || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || - |
|- align="center" | |- align="center" | ||
| 360 || - || - || +5 || +5 || - || +3 || +1 || +3 || +2 || - || - || - | | 360 || - || - || +5 || +5 || - || +3 || +1 || +3 || +2 || - || - || - | ||
Line 380: | Line 418: | ||
|- align="center" | |- align="center" | ||
| 600 || - || +1 || +5 || +5 || - || +3 || +1 || +3 || - || - || - || - | | 600 || - || +1 || +5 || +5 || - || +3 || +1 || +3 || - || - || - || - | ||
+ | |- align="center" style="background-color:#FFB" | ||
+ | | 600 || - || - || +5 || - || - || - || - || - || - || {{ Deadeye (Long War) }} || 10% || - | ||
|- align="center" | |- align="center" | ||
| 700 || - || - || +5 || +5 || - || +3 || - || +3 || - || - || - || - | | 700 || - || - || +5 || +5 || - || +3 || - || +3 || - || - || - || - | ||
Line 392: | Line 432: | ||
{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Leader Progression |
+ | |- align="center" | ||
+ | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 40 || - || +1 || - || +4 || {{ Executioner (Long War) }} || 1 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || - || +1 || +5 || +4 || {{ Sharpshooter (Long War) }} || 2 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || - || +1 || - || +4 || {{ Bombard (Long War) }} || 3 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 160 || - || +1 || - || - || {{ Squadsight (Long War) }} || 4 || Thin Man Sniper | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 200 || +1 || +1 || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 240 || - || +1 || +5 || +5 || {{ Sprinter (Long War) }} || 6 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 280 || +1 || +1 || +10 || +6 || {{ Lightning Reflexes (Long War) }} || 7 || Sidewinder | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +2 || +5 || +10 || +7 || {{ Aggression (Long War) }} {{ Tactical Sense (Long War) }} || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Typhon | ||
+ | |} | ||
+ | |||
+ | ===Seeker=== | ||
+ | {{Unit Stat Box LW | ||
+ | |appears=56 | ||
+ | ||appears2=56 | ||
+ | |picture=[[File:Seeker_(EU2012).png|128px]] | ||
+ | |damage=2 - 5 | ||
+ | |hp=4 - 15 | ||
+ | |aim=55 - 71 | ||
+ | |crit=0 | ||
+ | |dr=2 - 5 | ||
+ | |defense=0 - 20 | ||
+ | |move=16 - 25 | ||
+ | |fuel=32 | ||
+ | |will=0 | ||
+ | }} | ||
+ | '''Seekers''' can be found both in pods made up entirely of Seekers, and accompanying pods of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn't much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and Strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns. | ||
+ | |||
+ | Battle Scanners are available to Engineers and Scouts as carried items in Long War, giving an early counter to Seekers. They have a habit of going into overwatch while in stealth, so if you're waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be 'detected' by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an 'IMMUNE' popup will still appear) that catch an invisible Seeker in their area will force them to decloak. | ||
+ | |||
+ | If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armors and items grant immunity also), they will most often go into overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach. Like Sectoids, Seekers possess the ''Gunslinger'' perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a Terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on XCOM instead. | ||
+ | |||
+ | ''Rewards:'' As robotic units, Seekers cannot be captured. Upon destruction, they leave wrecks, which are needed for autopsy (5) and ''UFO Countermeasures'' Foundry project (10). | ||
+ | |||
+ | {{Alien Difficulty Table (Long War) | ||
+ | | level1-damage=2 | level1-hp=4 | level1-aim=55 | level1-crit=0 | level1-defense=0 | level1-mobility=16 | level1-will=0 | ||
+ | | level2-damage=2 | level2-hp=4 | level2-aim=60 | level2-crit=0 | level2-defense=0 | level2-mobility=16 | level2-will=0 | ||
+ | | level3-damage=2 | level3-hp=4 | level3-aim=65 | level3-crit=0 | level3-defense=0 | level3-mobility=16 | level3-will=0 | ||
+ | | level4-damage=2 | level4-hp=5 | level4-aim=65 | level4-crit=0 | level4-defense=0 | level4-mobility=16 | level4-will=0 | ||
+ | | perks={{ListPerks (Long War)| {{Flight (Long War)}} | {{Gunslinger (Long War)}} | {{Strangle (Long War)}} | {{Robotic (Long War)}} }} | ||
+ | }} | ||
+ | |||
+ | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
+ | |- | ||
+ | |+ Research Progression | ||
+ | |- align="center" | ||
+ | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name | ||
+ | |- align="center" | ||
+ | | 0 || - || - || - || - || +2 || - || - || - || - || - || - || - | ||
+ | |- align="center" style="background-color:#FFB" | ||
+ | | 1 || - || - || - || - || - || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 67% || Stalker | ||
+ | |- align="center" | ||
+ | | 75 || - || +1 || - || - || - || - || - || - || - || - || - || - | ||
|- align="center" | |- align="center" | ||
− | + | | 150 || - || +1 || - || - || - || +5 || - || - || - || - || - || - | |
|- align="center" | |- align="center" | ||
− | + | | 210 || - || - || +2 || - || - || - || +1 || - || - || - || - || - | |
|- align="center" | |- align="center" | ||
− | | | + | | 240 || - || - || +2 || - || +1 || +5 || +1 || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 300 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 420 || +1 || - || - || - || - || +5 || - || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 540 || - || - || +2 || - || +1 || - || +1 || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 700 || - || - || +2 || - || - || - || +1 || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 800 || - || +3 || +2 || - || - || - || +1 || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 900 || +1 || +5 || +6 || - || +1 || +5 || +3 || - || - || - || - || - |
+ | |} | ||
+ | |||
+ | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
+ | |- | ||
+ | |+ Leader Progression | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 1 || Stalker |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 80 || - || +3 || +2 || - || {{ Holo-Targeting (Long War) }} || 2 || - |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 120 || - || +3 || +2 || - || {{ Rapid Reaction (Long War) }} || 3 || - |
− | |} | + | |- align="center" style="background-color:#FDD" |
+ | | 160 || +1 || +5 || +2 || - || - || 4 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 200 || - || +5 || +2 || - || {{ Platform Stability (Long War) }} || 5 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 240 || - || +5 || +2 || - || {{ Damage Control (Long War) }} || 6 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 280 || +1 || +10 || +2 || - || {{ Close Encounters (Long War) }} || 7 || Wraith | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || - || - || - || - || - || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +1 || +10 || +2 || - || {{ Combined Arms (Long War) }} || 9 || Hydra | ||
+ | |} | ||
+ | |||
+ | ==Combat Units== | ||
+ | Combat units often appear in large groups. They present substantial threat to XCOM forces. | ||
− | === | + | ===Outsider=== |
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
− | + | |picture=[[File:Outsider (EU2012).jpg|128px]] | |
− | |picture=[[File: | + | |damage=6 - 10 |
− | |hp= | + | |hp=10 - 23 |
− | |aim=65 - | + | |aim=65 - 95 |
− | |defense=0 - | + | |crit=4 - 22 |
− | |will= | + | |dr=0 - 3 |
− | |move=12 - | + | |defense=0 - 15 |
− | | | + | |move=12 - 17 |
+ | |will=115 - 150 | ||
+ | |regen=3 - 7 | ||
+ | }} | ||
+ | Long War '''Outsiders''' are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO's Outsider until you're ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla. On larger ships and later encounters, Outsiders spawn in pods of 3 to 6. | ||
+ | |||
+ | When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with Flashbangs and ''Suppression'' while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game. | ||
+ | |||
+ | ''Rewards:'' Outsiders captured alive grant Outsider Shards, which can be fashioned into Skeleton Keys. These are essential for initiating Base Assault missions, a requirement for ending the game. They also carry Alien Carbines. Killed Outsiders provide nothing. | ||
+ | |||
+ | ''Note:'' The bonus regen column includes the bonus conferred by ''Adaptive Bone Marrow''. | ||
+ | |||
+ | {{Alien Difficulty Table (Long War) | ||
+ | | level1-damage=6 | level1-hp=10 | level1-aim=65 | level1-crit=4 | level1-defense=0 | level1-mobility=12 | level1-will=100 | ||
+ | | level2-damage=6 | level2-hp=10 | level2-aim=75 | level2-crit=4 | level2-defense=0 | level2-mobility=12 | level2-will=100 | ||
+ | | level3-damage=6 | level3-hp=10 | level3-aim=85 | level3-crit=4 | level3-defense=0 | level3-mobility=12 | level3-will=110 | ||
+ | | level4-damage=7 | level4-hp=10 | level4-aim=85 | level4-crit=4 | level4-defense=0 | level4-mobility=12 | level4-will=125 | ||
+ | | perks={{ListPerks (Long War)| {{Suppression (Long War)}} | {{Muscle Fiber Density (Long War)}} | {{Adaptive Bone Marrow (Long War)}} }} | ||
+ | | perks2={{Neural Damping (Long War)}}from 600 AR | ||
}} | }} | ||
− | |||
− | {| class="wikitable" width=" | + | {| class="wikitable mw-collapsible mw-collapsed" width="90%" |
|- | |- | ||
− | |+ | + | |+ Research Progression |
|- align="center" | |- align="center" | ||
− | ! | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name |
|- align="center" | |- align="center" | ||
− | + | | 0 || - || - || - || - || - || - || - || +15 || +3 || - || - || - | |
|- align="center" | |- align="center" | ||
− | | | + | | 120 || +1 || +2 || +4 || - || - || +5 || +1 || +5 || +1 || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 240 || - || +3 || +4 || +4 || +1 || +2 || +1 || +5 || +1 || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 360 || +1 || +3 || +4 || - || +1 || +2 || +1 || +5 || +1 || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 480 || - || - || +4 || +4 || - || +2 || +1 || +5 || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 600 || - || +1 || +4 || - || - || +2 || - || +5 || - || {{ Neural Damping (Long War) }} || - || - |
+ | |- align="center" | ||
+ | | 750 || +1 || +1 || - || - || - || +2 || - || +5 || - || - || - || - | ||
+ | |- align="center" | ||
+ | | 900 || +1 || +3 || +10 || +10 || +1 || - || +1 || +5 || +1 || - || - || - | ||
|} | |} | ||
{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Leader Progression |
+ | |- align="center" style="background-color:#FDD" | ||
+ | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 40 || - || - || +5 || - || - || 1 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || - || - || - || +10 || {{ Opportunist (Long War) }} || 2 || Outsider Engineer | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || - || - || +5 || +10 || {{ Lightning Reflexes (Long War) }} || 3 || Outsider Navigator | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 160 || - || - || +5 || +10 || {{ Ready For Anything (Long War) }} || 4 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 200 || - || +10 || +5 || +10 || {{ Close Combat Specialist (Long War) }} || 5 || Outsider Captain | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 240 || - || - || +5 || +10 || {{ Sentinel (Long War) }} || 6 || Outsider Commander | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 280 || - || - || - || +10 || {{ Damage Control (Long War) }} || 7 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || - || - || - || - || - || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || - || +20 || - || +10 || {{ Combined Arms (Long War) }} || 9 || Outsider Overlord | ||
+ | |} | ||
+ | |||
+ | ===Floater=== | ||
+ | {{Unit Stat Box LW | ||
+ | |appears=28 | ||
+ | |appears2=28 | ||
+ | |picture=[[File:Floater_1_(EU2012).png|128px]] | ||
+ | |damage=5 - 8 | ||
+ | |hp=5 - 16 | ||
+ | |aim=55 - 80 | ||
+ | |crit=4 - 9 | ||
+ | |defense=-5 - 11 | ||
+ | |move=12 - 20 | ||
+ | |fuel=32 | ||
+ | |will=20 - 44 | ||
+ | }} | ||
+ | '''Floaters''' behave identically to vanilla Floaters. Floater pod leaders often gain the ''Damn Good Ground'' perk (+10 Aim and +10 Defense against anything you have height advantage on), which, given their ability to fly, makes them significantly more dangerous than regular Floaters. | ||
+ | |||
+ | ''Rewards:'' Floaters leave corpses (10-autopsy, 30-''Armored Fighters'', 25-''Shaped Armor'', 3-Uplink Targeting (Aim)) and carry Alien Carbines. Floater interrogation provides aerospace research credit. | ||
+ | |||
+ | {{Alien Difficulty Table (Long War) | ||
+ | | level1-damage=5 | level1-hp=5 | level1-aim=55 | level1-crit=4 | level1-defense=-5 | level1-mobility=12 | level1-will=20 | ||
+ | | level2-damage=5 | level2-hp=5 | level2-aim=60 | level2-crit=4 | level2-defense=-5 | level2-mobility=13 | level2-will=20 | ||
+ | | level3-damage=5 | level3-hp=6 | level3-aim=65 | level3-crit=4 | level3-defense=0 | level3-mobility=13 | level3-will=30 | ||
+ | | level4-damage=5 | level4-hp=6 | level4-aim=65 | level4-crit=4 | level4-defense=0 | level4-mobility=13 | level4-will=45 | ||
+ | | perks={{ListPerks (Long War)| {{Flight (Long War)}} | {{Launch (Long War)}} | {{Suppression (Long War)}} }} | ||
+ | }} | ||
+ | |||
+ | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
+ | |- | ||
+ | |+ Research Progression | ||
|- align="center" | |- align="center" | ||
− | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name | |
− | |||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | ||
|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 60 || - || - || - || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Floater Sentry | | 60 || - || - || - || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Floater Sentry | ||
Line 464: | Line 660: | ||
|- align="center" | |- align="center" | ||
| 75 || - || +1 || - || - || - || - || - || +2 || - || - || - || - | | 75 || - || +1 || - || - || - || - || - || +2 || - || - || - || - | ||
+ | |- align="center" | ||
+ | | 90 || - || - || - || - || - || - || +1 || +2 || - || - || - || - | ||
|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 90 || - || +1 || - || - || - || - || - || +2 || - || - || 20% || - | | 90 || - || +1 || - || - || - || - || - || +2 || - || - || 20% || - | ||
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Leader Progression |
− | |||
− | |||
|- align="center" | |- align="center" | ||
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
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|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || - || +1 || +4 || +2 || {{ Covering Fire (Long War) }} || 1 || Floater Sentry |
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || - || +1 || - || +2 || {{ Danger Zone (Long War) }} || 2 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || - || +1 || +2 || +2 || {{ Sprinter (Long War) }} || 3 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 160 || - || +1 || +4 || +2 || {{ Close Combat Specialist (Long War) }} || 4 || Floater Raider | ||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 200 || - || +1 || - || +2 || {{ Damn Good Ground (Long War) }} || 5 || - |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 240 || - || +1 || +4 || +2 || {{ Mayhem (Long War) }} || 6 || - |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 280 || +1 || +5 || +8 || +2 || {{ Ready For Anything (Long War) }} || 7 || Floater Reaver |
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +3 || +5 || +15 || +6 || {{ Aggression (Long War) }} {{ Repair Servos (Long War) }} {{ Tactical Sense (Long War) }} || 8 || Great Reaver | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +1 || +5 || +5 || +2 || {{ Combined Arms (Long War) }} || 9 || Reaver Lord | ||
|} | |} | ||
===Chryssalid=== | ===Chryssalid=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
− | | | + | |appears2=0 |
|picture=[[File:Chryssalid_1_(EU2012).png|128px]] | |picture=[[File:Chryssalid_1_(EU2012).png|128px]] | ||
− | |hp=8- | + | |damage=8 - 12 |
− | |aim= | + | |hp=8 - 20 |
− | |defense=10- | + | |aim=0 |
− | |will= | + | |crit=25 |
− | | | + | |defense=10 - 35 |
+ | |move=20 - 27 | ||
+ | |will=50 - 70 | ||
+ | |regen=0 - 7 | ||
}} | }} | ||
− | '''Chryssalids''' are similar to vanilla Chryssalids. A big difference is that Chryssalid | + | '''Chryssalids''' are similar to vanilla Chryssalids. A big difference is that Chryssalid pod leaders can have ''Lightning Reflexes'', which can seriously reduce the amount of damage a charging Chryssalid pod will take from overwatch fire since the pod leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid's claw poison has been replaced with acid. |
− | AP/ | + | AP/HE grenades are an effective early counter to Chryssalids, since they'll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don't benefit from cover. Similarly, Flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a Flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won't reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a ''Close Combat'' Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the ''Jellied Elerium'' upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them. |
− | Chryssalids on a terror mission will | + | Chryssalids on a terror mission will always spawn Zombies from civilians they kill off-screen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional Zombies during Terror missions that focus on the deployment of Chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type. |
− | Some Chryssalid | + | Some Chryssalid pod leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more Chryssalids and have augmented damage. |
− | + | ''Rewards:'' 5 Chryssalid Carcasses are needed for autopsy, 10 for Chitin Plating. | |
− | + | ||
− | + | {{Alien Difficulty Table (Long War) | |
− | + | | level1-damage=8 | level1-hp=8 | level1-aim=- | level1-crit=25 | level1-defense=10 | level1-mobility=20 | level1-will=50 | |
− | + | | level2-damage=8 | level2-hp=8 | level2-aim=- | level2-crit=25 | level2-defense=10 | level2-mobility=20 | level2-will=50 | |
− | + | | level3-damage=8 | level3-hp=8 | level3-aim=- | level3-crit=25 | level3-defense=10 | level3-mobility=20 | level3-will=60 | |
− | + | | level4-damage=9 | level4-hp=8 | level4-aim=- | level4-crit=25 | level4-defense=10 | level4-mobility=20 | level4-will=75 | |
− | |- | + | | perks={{ListPerks (Long War)| {{Acidic (Long War)}} | {{Hardened (Long War)}} | {{Implant (Long War)}} | {{Leap (Long War)}} | {{Melee (Long War)}} | {{Stun Immune (Long War)}} }} |
− | + | | perks2={{Adaptive Bone Marrow (Long War)}}from 180 AR | |
− | |- | + | }} |
− | |||
− | |- | ||
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− | |- | ||
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
|- align="center" | |- align="center" | ||
− | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name | |
− | |||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | ||
|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || - | | 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || - | ||
Line 582: | Line 767: | ||
| 150 || +1 || +1 || - || - || - || - || - || +2 || +1 || - || - || - | | 150 || +1 || +1 || - || - || - || - || - || +2 || +1 || - || - || - | ||
|- align="center" | |- align="center" | ||
− | | 180 || - || | + | | 180 || - || +1 || - || - || - || - || - || +2 || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || - |
− | |||
− | |||
|- align="center" | |- align="center" | ||
| 270 || +1 || +1 || - || - || - || - || +1 || +2 || - || - || - || - | | 270 || +1 || +1 || - || - || - || - || +1 || +2 || - || - || - || - | ||
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | |||
− | |||
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
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|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || +1 || +2 || - || +5 || - || 1 || - |
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || +1 || +1 || - || +5 || {{ Lightning Reflexes (Long War) }} || 2 || Chryssalid Warrior | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || +1 || +2 || - || +5 || {{ Adaptive Bone Marrow (Long War) }} || 3 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 160 || +1 || +1 || - || +5 || {{ Sprinter (Long War) }} || 4 || Chryssalid Charger | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 200 || +1 || +2 || - || +5 || - || 5 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 240 || +1 || +1 || - || +5 || {{ Shock Absorbent Armor (Long War) }} || 6 || Hive Queen | ||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 280 || +1 || +5 || - || +5 || - || 7 || - |
− | |} | + | |- align="center" style="background-color:#EEF" |
+ | | N/A || +1 || +10 || - || +5 || - || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +1 || +20 || - || +5 || {{ Resilience (Long War) }} || 9 || Greater Hive Queen | ||
+ | |} | ||
===Zombie=== | ===Zombie=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
− | |||
|picture=[[File:Zombie_1_(EU2012).png|128px]] | |picture=[[File:Zombie_1_(EU2012).png|128px]] | ||
− | |hp=12-23 | + | |damage=7 - 15 |
− | |aim= | + | |hp=12 - 23 |
+ | |aim=0 | ||
+ | |crit=0 | ||
|defense=0 | |defense=0 | ||
+ | |move=9 - 16 | ||
|will=120 | |will=120 | ||
− | | | + | |regen=0 - 2 |
}} | }} | ||
− | Not even '''Zombies''' are immune to getting tweaked in Long War - | + | Not even '''Zombies''' are immune to getting tweaked in Long War - at first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. 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, in which four to five identical zombies will spawn in a group. Unlike regular Zombies, the members of this Zombie "pack" do not seem to spawn Chryssalids if left to their own devices for too long. |
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a "baby" Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken. | Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a "baby" Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken. | ||
− | + | ''Rewards:'' None. | |
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− | === | + | {{Alien Difficulty Table (Long War) |
− | + | | level1-damage=7 | level1-hp=12 | level1-aim=- | level1-crit=0 | level1-defense=0 | level1-mobility=9 | level1-will=120 | |
− | | | + | | level2-damage=7 | level2-hp=12 | level2-aim=- | level2-crit=0 | level2-defense=0 | level2-mobility=9 | level2-will=120 |
− | | | + | | level3-damage=7 | level3-hp=15 | level3-aim=- | level3-crit=0 | level3-defense=0 | level3-mobility=9 | level3-will=130 |
− | |hp= | + | | level4-damage=8 | level4-hp=15 | level4-aim=- | level4-crit=0 | level4-defense=0 | level4-mobility=9 | level4-will=140 |
− | |aim= | + | | perks={{ListPerks (Long War)| {{Acidic (Long War)}} | {{Chryssalid Spawn (Long War)}} | {{Melee (Long War)}} | {{Stun Immune (Long War)}} }} |
− | |defense=0- | + | | perks2={{Adaptive Bone Marrow (Long War)}}from 450 AR |
− | |will= | ||
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}} | }} | ||
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
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|- align="center" | |- align="center" | ||
− | | | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name |
|- align="center" | |- align="center" | ||
− | | | + | | 210 || +1 || - || - || - || - || - || +2 || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 360 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - |
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|- align="center" | |- align="center" | ||
− | | | + | | 420 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 450 || - || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 480 || +1 || +1 || - || - || - || - || - || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 600 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 700 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 800 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - |
|- align="center" | |- align="center" | ||
− | | | + | | 900 || +1 || +5 || - || - || - || - || - || - || - || - || - || - |
− | |- | ||
− | | | ||
|} | |} | ||
===Muton=== | ===Muton=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
− | |appears= | + | |appears=56 |
+ | |appears2=84 | ||
|picture=[[File:Muton_1_(EU2012).png|128px]] | |picture=[[File:Muton_1_(EU2012).png|128px]] | ||
− | |hp=8- | + | |damage=8 - 10 |
− | |aim= | + | |hp=8 - 22 |
− | | | + | |aim=60 - 82 |
− | | | + | |crit=4 - 6 |
+ | |defense=10 - 33 | ||
|move=12 | |move=12 | ||
+ | |will=30 - 60 | ||
}} | }} | ||
− | '''Mutons''' are similar to vanilla Mutons, and will start with | + | '''Mutons''' are similar to vanilla Mutons, and will start with Alien Carbines and later upgrade to Alien Rifles. Muton pod leaders have significantly more HP than regular Mutons, as well as a number of overwatch enhancing perks. Before 105 days of alien research, Mutons use Alien Carbines, which modifies their base damage and aim to be 6 and 76 respectively. Muton grenades also have a base damage of 5. |
− | + | ''Rewards'': Either Alien Carbine or Alien Rifle when captured, and also Alien Grenade if ''Alien Grenades'' Foundry project isn't completed. Muton Corpses are required for autopsy (10) and ''Ammo Conservation'' Foundry project (20). The Muton interrogation gives a 25% research credit towards gauss weaponry. | |
− | + | ||
− | + | ''Note'': Values tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war. | |
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+ | {{Alien Difficulty Table (Long War) | ||
+ | | level1-damage=6 -> 8* | level1-hp=8 | level1-aim=66 -> 60* | level1-crit=4 | level1-defense=10 | level1-mobility=12 | level1-will=30 | ||
+ | | level2-damage=6 -> 8* | level2-hp=8 | level2-aim=71 -> 65* | level2-crit=4 | level2-defense=10 | level2-mobility=12 | level2-will=30 | ||
+ | | level3-damage=6 -> 8* | level3-hp=10 | level3-aim=76 -> 70* | level3-crit=4 | level3-defense=10 | level3-mobility=12 | level3-will=40 | ||
+ | | level4-damage=7 -> 9* | level4-hp=10 | level4-aim=76 -> 70* | level4-crit=4 | level4-defense=10 | level4-mobility=12 | level4-will=55 | ||
+ | | perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Blood Call (Long War)}} | {{Intimidate (Long War)}} | {{Suppression (Long War)}} }} | ||
+ | }} | ||
+ | '''*''' After 105 days of alien research. | ||
{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
|- align="center" | |- align="center" | ||
− | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name | |
− | |||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | ||
|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 90 || - || - || +2 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Muton Sentry | | 90 || - || - || +2 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Muton Sentry | ||
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | |||
− | |||
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
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|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || - || +2 || +2 || +3 || {{ Covering Fire (Long War) }} || 1 || Muton Sentry |
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || - || +1 || +2 || +3 || {{ Opportunist (Long War) }} || 2 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || +1 || +1 || +2 || +3 || {{ HEAT Warheads (Long War) }} || 3 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 160 || - || +1 || +2 || +3 || {{ Bombard (Long War) }} || 4 || Muton Grenadier | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 200 || - || +2 || +2 || +4 || {{ Fortiores Una (Long War) }} {{ Will To Survive (Long War) }} || 5 || - | ||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 240 || - || +1 || +2 || +4 || {{ Sentinel (Long War) }} || 6 || Muton Sentinel |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 280 || +2 || +10 || +4 || +8 || {{ Light Em Up (Long War) }} {{ Tandem Warheads (Long War) }} || 7 || Muton Centurion |
− | |} | + | |- align="center" style="background-color:#EEF" |
+ | | N/A || +2 || +5 || +10 || +10 || {{ Aggression (Long War) }} {{ Tactical Sense (Long War) }} || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Sargon | ||
+ | |} | ||
+ | |||
+ | ==Specialist Units== | ||
+ | These units are all significantly more dangerous than those listed in the combat section. Their abilities are designed to exploit specific weaknesses in the XCOM squad, but in turn, each of them has their own glaring weakness that can be exploited. For example, a single Berserker can effortlessly savage a smoke and suppression based squad composition, but will crumble to a well-placed chem grenade. | ||
− | |||
===Cyberdisc=== | ===Cyberdisc=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
− | |appears= | + | |appears=112 |
+ | |appears2=84 | ||
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]] | |picture=[[File:Cyberdisc_1_(EU2012).png|128px]] | ||
− | |hp=18- | + | |damage=9 - 14 |
− | |aim= | + | |hp=18 - 32 |
+ | |aim = 60 - 74 | ||
+ | |crit=8 - 18 | ||
+ | |dr=2 - 6 | ||
|defense=0 | |defense=0 | ||
+ | |move=18 - 22 | ||
+ | |fuel=32 | ||
|will=0 | |will=0 | ||
− | |||
− | |||
}} | }} | ||
− | '''Cyberdiscs''' are similar to vanilla Cyberdiscs; even their deployment behavior is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three | + | '''Cyberdiscs''' are similar to vanilla Cyberdiscs; even their deployment behavior is largely unchanged. They get the ''Automated Threat Assessment'' perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting. This grenade has a base damage of 5. |
− | Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT | + | Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with ''HEAT Ammo/Warheads'', or a soldier with Shredder Ammo/Rockets. Their movement range can take you off guard as it's close to that of a Chryssalid; if they're not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful ''Death Blossom'' attack, or simply fire long-range explosives at you. |
− | The | + | The Drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with ''Holo-Targeting'', making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy. |
− | One important note about the Cyberdisc is that they only have the | + | One important note about the Cyberdisc is that they only have the ''Hardened'' trait as long as they're closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack. A Cyberdisc that overwatches can often be hit when open twice, by shooting it, then drawing out its overwatch with a Scout, causing it to reopen for a second shot. |
− | In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs | + | In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs ''Death Blossom'', so be cautious not to engage too closely. |
− | + | ''Rewards:'' Cyberdisc Wrecks are needed for autopsy (3), several Foundry projects (10), and Defensive Matrix (Dodge) (2). | |
− | + | ||
− | + | {{Alien Difficulty Table (Long War) | |
− | + | | level1-damage=9 | level1-hp=18 | level1-aim=60 | level1-crit=8 | level1-defense=0 | level1-mobility=18 | level1-will=0 | |
− | + | | level2-damage=9 | level2-hp=18 | level2-aim=65 | level2-crit=8 | level2-defense=0 | level2-mobility=18 | level2-will=0 | |
− | + | | level3-damage=9 | level3-hp=18 | level3-aim=70 | level3-crit=8 | level3-defense=0 | level3-mobility=18 | level3-will=0 | |
− | + | | level4-damage=10 | level4-hp=21 | level4-aim=70 | level4-crit=8 | level4-defense=0 | level4-mobility=18 | level4-will=0 | |
− | |- | + | | perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Automated Threat Assessment (Long War)}} | {{Bombard (Long War)}} | {{Death Blossom (Long War)}} | {{Death Explosion (Long War)}} | {{Flight (Long War)}} | {{Hardened (Long War)}} | {{Robotic (Long War)}} }} |
− | + | }} | |
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
|- align="center" | |- align="center" | ||
− | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name | |
− | |||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | ||
|- align="center" | |- align="center" | ||
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || - | | 0 || - || - || - || - || +2 || - || - || - || - || - || - || - | ||
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|- | |- | ||
− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
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! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
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|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || - || +1 || - || - || - || 1 || Cyberdisk Gunship |
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || - || +1 || - || - || - || 2 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || - || +1 || - || - || {{ Damage Control (Long War) }} || 3 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 160 || - || +1 || +2 || - || {{ HEAT Ammo (Long War) }} {{ Repair Servos (Long War) }} || 4 || Cyberdisc Destroyer | ||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 200 || +1 || +1 || +2 || - || {{ Aggression (Long War) }} || 5 || - |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 300 || - || +2 || +2 || - || {{ Rapid Reaction (Long War) }} || 6 || - |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 300 || - || +3 || +2 || - || {{ Light Em Up (Long War) }} || 7 || Gunstar |
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || - || - || - || - || {{ Squadsight (Long War) }} || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || - || +15 || +5 || - || {{ Combined Arms (Long War) }} {{ HEAT Warheads (Long War) }} {{ Tandem Warheads (Long War) }} || 9 || Dreadnought | ||
|} | |} | ||
===Mechtoid=== | ===Mechtoid=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
− | |appears= | + | |appears=140 |
+ | |appears2=140 | ||
|picture=[[File:Mechtoid_(EU2012).png|128px]] | |picture=[[File:Mechtoid_(EU2012).png|128px]] | ||
− | |hp=25- | + | |damage=8 - 11 |
− | |shield=6- | + | |hp=25 - 39 |
− | |aim= | + | |shield=6 - 13 |
− | | | + | |aim=65 - 85 |
− | | | + | |crit=8 - 12 |
− | |move=14- | + | |dr=2 - 4 |
+ | |defense=0 - 8 | ||
+ | |move=14 - 16 | ||
+ | |will=40 - 64 | ||
}} | }} | ||
'''Mechtoids''' behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders. | '''Mechtoids''' behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders. | ||
− | Mechtoids are | + | Mechtoids are one of the few "big" units vulnerable to psionics - ''Mind Fray'' will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. ''Psi Panic'' will completely disable a Mechtoid. Their Will is a little higher than regular troops, but not stellar, so are excellent targets for psionics anyway due to the large amount of firepower a successful psionic attack will neutralize. Chem Grenades will hurt their accuracy a bit. |
− | The Psi Shield granted to Mechtoids by Mind Merge also grants a | + | The Psi Shield granted to Mechtoids by ''Mind Merge'' also grants a significant amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the Sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them. |
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. | 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. | ||
− | + | ''Rewards:'' Mechtoid Cores are required for autopsy (3), ''Advanced Servomotors'' Foundry project (8), and Psi Screen device (1). | |
− | + | ||
− | + | {{Alien Difficulty Table (Long War) | |
− | + | | level1-damage=8 | level1-hp=25 | level1-shield=6 | level1-aim=65 | level1-crit=8 | level1-defense=0 | level1-mobility=14 | level1-will=40 | |
− | + | | level2-damage=8 | level2-hp=25 | level2-shield=6 | level2-aim=70 | level2-crit=8 | level2-defense=0 | level2-mobility=14 | level2-will=40 | |
− | + | | level3-damage=8 | level3-hp=27 | level3-shield=6 | level3-aim=75 | level3-crit=8 | level3-defense=0 | level3-mobility=14 | level3-will=50 | |
− | + | | level4-damage=11 | level4-hp=30 | level4-shield=6 | level4-aim=75 | level4-crit=8 | level4-defense=0 | level4-mobility=14 | level4-will=60 | |
− | |- | + | | perks={{ListPerks (Long War)| {{Combined Arms (Long War)}} | {{Hardened (Long War)}} | {{Light 'Em Up (Long War)}} | {{Robotic (Long War)}} | {{Psi Shield (Long War)}} }} |
− | + | }} | |
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|- align="center" | |- align="center" | ||
− | | | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="9%" |{{Health (Long War)}} Shield HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name |
|- align="center" | |- align="center" | ||
| 1 || - || - || - || - || - || +2 || - || - || +3 || - || - || - || - | | 1 || - || - || - || - || - || +2 || - || - || +3 || - || - || - || - | ||
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− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
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! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
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|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || - || +1 || +2 || +3 || {{ Executioner (Long War) }} || 1 || - |
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || - || +1 || +2 || +3 || {{ Platform Stability (Long War) }} || 2 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || +1 || +1 || +2 || +3 || {{ Advanced Fire Control (Long War) }} || 3 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 160 || - || +2 || +2 || +3 || {{ Shock Absorbent Armor (Long War) }} || 4 || Vulcan Mechtoid | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 200 || +1 || +1 || +2 || +3 || {{ Repair Servos (Long War) }} || 5 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 240 || +1 || +2 || +2 || +3 || {{ Rapid Reaction (Long War) }} || 6 || - | ||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 280 || +2 || +10 || +2 || +3 || {{ Absorption Fields (Long War) }} {{ Reactive Targeting Sensors (Long War) }} || 7 || Leviathan Mechtoid |
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || - || - || - || - || - || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || - || - || - || - || {{ HEAT Ammo (Long War) }} {{ Squadsight (Long War) }} || 9 || Colossus | ||
|} | |} | ||
===Berserker=== | ===Berserker=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
− | |appears= | + | |appears=168 |
+ | |appears2=140 | ||
|picture=[[File:Berserker_(EU2012).png|128px]] | |picture=[[File:Berserker_(EU2012).png|128px]] | ||
− | |hp= | + | |damage=10 - 20 |
− | |aim= | + | |hp=20 - 44 |
− | |defense=20-30 | + | |aim=0 |
− | |will=80 | + | |crit=33 |
− | | | + | |defense=20 - 30 |
+ | |move=17 - 23 | ||
+ | |will=80 - 110 | ||
+ | |regen=0 - 7 | ||
}} | }} | ||
− | '''Berserkers''' can also be | + | '''Berserkers''' can also be Pod Leaders, meaning the first Berserkers you see could have terrifying amounts of health. |
− | Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralize a Berserker you're not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don't go overboard). Another good piece of equipment to use against them are | + | Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralize a Berserker you're not ready to kill. It will also reduce its movement from ''Bloodlust'', so you can also shoot a couple of times after flashbanging (but don't go overboard). Another good piece of equipment to use against them are Chem Grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot. |
− | Since it's possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the Psionic Storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists. | + | Since it's possible to have multiple soldiers with ''Rift'' outside of the Temple Ship, using their aggression against them to make them wander in and out of the ''Psionic Storm'' will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists. |
− | Two well placed Close Combat Specialist Assaults ( | + | Two well placed ''Close Combat Specialist'' Assaults (optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns. |
− | + | ''Rewards:'' Berserkers don't carry a weapon. Their corpses are needed for autopsy (5), ''MEC Close Combat'' (8), and Combat Stims (1). Interrogating a Berserker gives a 25% research credit towards all armor technologies. | |
− | + | ||
− | + | {{Alien Difficulty Table (Long War) | |
− | + | | level1-damage=10 | level1-hp=20 | level1-aim=50 | level1-crit=33 | level1-defense=20 | level1-mobility=17 | level1-will=80 | |
− | + | | level2-damage=10 | level2-hp=20 | level2-aim=55 | level2-crit=33 | level2-defense=20 | level2-mobility=17 | level2-will=80 | |
− | + | | level3-damage=10 | level3-hp=22 | level3-aim=60 | level3-crit=33 | level3-defense=20 | level3-mobility=17 | level3-will=90 | |
− | + | | level4-damage=12 | level4-hp=25 | level4-aim=60 | level4-crit=33 | level4-defense=20 | level4-mobility=17 | level4-will=105 | |
− | |- | + | | perks={{ListPerks (Long War)| {{Bloodlust (Long War)}} | {{Bull Rush (Long War)}} | {{Intimidate (Long War)}} | {{Hardened (Long War)}} | {{Muscle Fiber Density (Long War)}} | {{Melee (Long War)}} }} |
− | + | }} | |
− | |- | ||
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− | |- | ||
− | |||
− | |- | ||
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− | |||
− | |||
− | |- | ||
− | |||
− | |||
− | | {{ Bloodlust (Long War) }} | ||
− | |||
{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
|- align="center" | |- align="center" | ||
− | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name | |
− | |||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | ||
− | |||
− | |||
|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || - | | 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || - | ||
Line 1,174: | Line 1,196: | ||
{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | |||
− | |||
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
− | |||
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− | |||
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|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || - || +2 || - || +3 || - || 1 || - |
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || - || +2 || - || +3 || {{ Shock Absorbent Armor (Long War) }} || 2 || Behemoth | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || +1 || +2 || - || +3 || {{ Adaptive Bone Marrow (Long War) }} || 3 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 160 || - || +2 || - || +3 || - || 4 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 200 || +1 || +2 || - || +3 || - || 5 || - | ||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 240 || - || +2 || - || +3 || {{ Sprinter (Long War) }} || 6 || Juggernaut |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 280 || +1 || +5 || - || +3 || - || 7 || - |
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +1 || +5 || - || +3 || - || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +1 || +15 || - || +3 || {{ Lightning Reflexes (Long War) }} {{ Tactical Sense (Long War) }} || 9 || Mongo | ||
|} | |} | ||
===Sectoid Commander=== | ===Sectoid Commander=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
− | |appears= | + | |appears=196 |
+ | |appears2=196 | ||
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]] | |picture=[[File:Sectoid Commander 1 (EU2012).png|128px]] | ||
− | |hp=15 | + | |damage=4 - 10 |
− | |aim= | + | |hp=15 - 36 |
− | |defense=20 | + | |aim=55 |
− | |will=90 | + | |crit=0 |
− | | | + | |defense=20 - 39 |
+ | |move=12 - 14 | ||
+ | |will=90 - 200 | ||
+ | |regen=1 - 6 | ||
}} | }} | ||
− | '''Sectoid Commanders''' represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics. Sectoid Commanders can use Mind Control. | + | '''Sectoid Commanders''' represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics. Sectoid Commanders can use ''Mind Control''. |
− | + | ''Rewards:'' Just like basic Sectoids, Sectoid Commanders carry Alien Pistols. Besides the autopsy (5), five of their corpses are needed for Mind Shield. Their interrogation provides 25% research credit towards psionic research and ''Psi Warfare Systems'' Foundry project. | |
− | + | ||
− | + | {{Alien Difficulty Table (Long War) | |
− | + | | level1-damage=4 | level1-hp=15 | level1-aim=55 | level1-crit=0 | level1-defense=20 | level1-mobility=12 | level1-will=90 | |
− | + | | level2-damage=4 | level2-hp=15 | level2-aim=60 | level2-crit=0 | level2-defense=20 | level2-mobility=12 | level2-will=90 | |
− | + | | level3-damage=4 | level3-hp=15 | level3-aim=65 | level3-crit=0 | level3-defense=20 | level3-mobility=12 | level3-will=105 | |
− | + | | level4-damage=6 | level4-hp=15 | level4-aim=65 | level4-crit=0 | level4-defense=20 | level4-mobility=12 | level4-will=115 | |
− | |- | + | | perks={{ListPerks (Long War)| {{Gunslinger (Long War)}} | {{Suppression (Long War)}} | {{Greater Mind Merge (Long War)}} | {{Mind Control (Long War)}} | {{Mindfray (Long War)}} | {{Psi Panic (Long War)}} }} |
− | + | | perks2={{Adaptive Bone Marrow (Long War)}}from 420 AR | |
− | |- | + | }} |
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− | |- | ||
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
|- align="center" | |- align="center" | ||
− | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name | |
− | |||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | ||
− | |||
− | |||
|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 0 || +1 || +1 || - || - || - || - || - || +2 || - || - || 25% || - | | 0 || +1 || +1 || - || - || - || - || - || +2 || - || - || 25% || - | ||
Line 1,254: | Line 1,264: | ||
| 360 || - || - || - || - || - || - || - || +10 || - || - || - || - | | 360 || - || - || - || - || - || - || - || +10 || - || - || - || - | ||
|- align="center" | |- align="center" | ||
− | | 400 || +1 || - || - || - || - || - || - || + | + | | 400 || +1 || - || - || - || - || - || - || +20 || - || - || - || - |
+ | |- align="center" | ||
+ | | 420 || +1 || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || - | ||
|- align="center" | |- align="center" | ||
− | | | + | | 480 || - || +2 || - || - || - || +3 || - || +20 || +1 || - || - || - |
|- align="center" | |- align="center" | ||
− | + | | 660 || +1 || +3 || - || - || - || +4 || - || +20 || - || - || - || - | |
− | |||
− | | 660 || +1 || +3 || - || - || - || +4 || - || + | ||
|- align="center" | |- align="center" | ||
| 780 || - || +3 || - || - || - || +3 || - || +10 || - || - || - || - | | 780 || - || +3 || - || - || - || +3 || - || +10 || - || - || - || - | ||
Line 1,271: | Line 1,281: | ||
{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | |||
− | |||
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | | | + | | 40 || +1 || +1 || - || +4 || {{ Distortion Field (Long War) }} || 1 || - |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | | | + | | 80 || - || +1 || - || +4 || {{ Low Profile (Long War) }} || 2 || - |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | | | + | | 120 || - || +2 || - || +4 || - || 3 || - |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | | | + | | 160 || +1 || +2 || - || +4 || - || 4 || - |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
| 300 || - || +1 || - || +4 || {{ Aggression (Long War) }} || 5 || - | | 300 || - || +1 || - || +4 || {{ Aggression (Long War) }} || 5 || - | ||
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | | 330 || +1 || + | + | | 330 || +1 || +2 || - || +4 || - || 6 || - |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
| 360 || +1 || +1 || - || +4 || {{ Regen Biofield (Long War) }} || 7 || - | | 360 || +1 || +1 || - || +4 || {{ Regen Biofield (Long War) }} || 7 || - | ||
− | |- align="center" style="background-color:# | + | |- align="center" style="background-color:#EEF" |
− | | | + | | N/A || - || - || - || - || - || 8 || - |
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || - || +5 || +5 || +10 || {{ Combined Arms (Long War) }} || 9 || Great Reticulan | ||
|} | |} | ||
===Heavy Floater=== | ===Heavy Floater=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
+ | |appears=224 | ||
+ | |appears2=224 | ||
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]] | |picture=[[File:Heavy_Floater_1_(EU2012).png|128px]] | ||
− | |hp=15- | + | |damage=8 - 10 |
− | |aim=- | + | |hp=15 - 30 |
− | |defense=- | + | |aim=60 - 76 |
− | | | + | |crit=8 - 12 |
− | | | + | |dr=0 - 1 |
+ | |defense=5 - 25 | ||
+ | |move=12 - 14 | ||
+ | |fuel=32 | ||
+ | |will=25 - 41 | ||
}} | }} | ||
− | The '''Heavy Floater''' is improvement over the original Floater. | + | The '''Heavy Floater''' is improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades, and with the ''Bombard'' perk, they can throw them very far. This grenade has a base damage of 5. |
− | + | ''Rewards:'' Heavy Floaters carry Alien Rifles. The corpse is needed for autopsy (5), ''Advanced Flight'' (5), and ''Advanced Repair'' (4). Interrogation provides plasma technologies research bonus. | |
− | + | ||
− | + | {{Alien Difficulty Table (Long War) | |
− | + | | level1-damage=8 | level1-hp=15 | level1-aim=60 | level1-crit=8 | level1-defense=5 | level1-mobility=12 | level1-will=25 | |
− | + | | level2-damage=8 | level2-hp=15 | level2-aim=65 | level2-crit=8 | level2-defense=10 | level2-mobility=12 | level2-will=25 | |
− | + | | level3-damage=8 | level3-hp=15 | level3-aim=70 | level3-crit=8 | level3-defense=10 | level3-mobility=12 | level3-will=35 | |
− | + | | level4-damage=10 | level4-hp=15 | level4-aim=70 | level4-crit=8 | level4-defense=10 | level4-mobility=13 | level4-will=50 | |
− | |- | + | | perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Bombard (Long War)}} | {{Flight (Long War)}} | {{Launch (Long War)}} | {{Suppression (Long War)}} }} |
− | + | }} | |
− | |- | ||
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− | |||
{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
|- align="center" | |- align="center" | ||
− | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name | |
− | |||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | ||
|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 0 || - || - || +3 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 25% || Heavy Floater Sentry | | 0 || - || - || +3 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 25% || Heavy Floater Sentry | ||
Line 1,343: | Line 1,348: | ||
|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 300 || - || - || - || - || - || - || - || - || - || {{ Shredder Ammo (Long War) }} || 10% || - | | 300 || - || - || - || - || - || - || - || - || - || {{ Shredder Ammo (Long War) }} || 10% || - | ||
− | |||
− | |||
|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 300 || - || - || - || - || - || - || - || +1 || - || {{ Depth Perception (Long War) }} || 50% || - | | 300 || - || - || - || - || - || - || - || +1 || - || {{ Depth Perception (Long War) }} || 50% || - | ||
Line 1,350: | Line 1,353: | ||
| 360 || - || +1 || +3 || - || - || - || - || - || - || - || 25% || - | | 360 || - || +1 || +3 || - || - || - || - || - || - || - || 25% || - | ||
|- align="center" | |- align="center" | ||
− | | 360 || - || +3 || - || - || +1 || - || | + | | 360 || - || +3 || - || - || +1 || - || +1 || +2 || - || - || - || - |
|- align="center" | |- align="center" | ||
| 420 || - || +2 || +4 || - || - || +4 || - || +2 || - || - || - || - | | 420 || - || +2 || +4 || - || - || +4 || - || +2 || - || - || - || - | ||
+ | |- align="center" style="background-color:#FFB" | ||
+ | | 450 || - || +1 || +2 || - || - || - || - || - || - || {{ Mayhem (Long War) }} || 20% || - | ||
|- align="center" | |- align="center" | ||
− | | 500 || - || +2 || +4 || - || - || - || | + | | 500 || - || +2 || +4 || - || - || - || +1 || +2 || - || - || - || - |
|- align="center" | |- align="center" | ||
| 600 || - || +1 || - || - || - || +4 || - || +2 || - || - || - || - | | 600 || - || +1 || - || - || - || +4 || - || +2 || - || - || - || - | ||
Line 1,369: | Line 1,374: | ||
{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | |||
− | |||
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || - || +2 || +2 || +2 || {{ Repair Servos (Long War) }} || 1 || - |
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || - || +1 || +2 || +2 || {{ HEAT Ammo (Long War) }} || 2 || Heavy Floater Destroyer | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || - || +1 || +2 || +2 || {{ Close Encounters (Long War) }} || 3 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 160 || - || +1 || +2 || +2 || - || 4 || - | ||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 200 || +1 || +1 || +2 || +2 || {{ Tactical Sense (Long War) }} || 5 || Aircobra |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 360 || +1 || +1 || +2 || +2 || {{ Damn Good Ground (Long War) }} || 6 || Warmaster |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 420 || +1 || +2 || +2 || +2 || {{ Will To Survive (Long War) }} || 7 || |
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +1 || +3 || +3 || +5 || {{ Mayhem (Long War) }} || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +2 || +3 || +8 || +5 || {{ Combined Arms (Long War) }} {{ Danger Zone (Long War) }} {{ Tandem Warheads (Long War) }} || 9 || Archon | ||
|} | |} | ||
+ | |||
+ | ==Alpha Units== | ||
+ | These units present significant threat on their own. Except Muton Elites, who come in large groups late game, Sectopods and Ethereals appear either alone or in a group of two, accompanied by support units. | ||
===Muton Elite=== | ===Muton Elite=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
+ | |appears=252 | ||
+ | |appears2=252 | ||
|picture=[[File:Elite_Muton_(EU2012).png|128px]] | |picture=[[File:Elite_Muton_(EU2012).png|128px]] | ||
− | |hp=20- | + | |damage=10 - 12 |
− | |aim= | + | |hp=20 - 40 |
− | |defense=20 | + | |aim=70 - 86 |
− | |will=40- | + | |crit=0 - 4 |
− | | | + | |defense=20 - 40 |
+ | |move=12 - 15 | ||
+ | |will=40 - 85 | ||
+ | |regen=0 - 5 | ||
}} | }} | ||
− | '''Muton Elites''' are looking | + | '''Muton Elites''' are similar-looking to Mutons, but with red armor. |
− | + | Care must be taken, because they have a lot of innate defense and ''Tactical Sense'', as well as a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and even though they lose ''Intimidate'', they still benefit from ''Blood Call''. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous. | |
− | Care must be taken, because they have a lot of innate defense and Tactical Sense, as well as a lot of firepower at their disposal. Their | ||
− | Their overwatch becomes lethal with | + | Their overwatch becomes lethal with ''Opportunist'', ''Covering Fire'' and ''Sentinel'', they can fire twice with ''Light' Em Up'' and further with ''Squadsight'', crit with ''Aggression'' and ''Bring 'Em On'' and respond to fire with ''Reactive Targeting Sensors''. Watch out for ''Bombard'' grenades with ''HEAT Warheands'' and ''Tandem Warheads'' as well. An encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to focus and speed up their research. |
− | + | Take care when using Psionics to attack them, as they gain high will and potentially ''Neural Damping''. | |
− | + | ''Rewards:'' Muton Elites are the only aliens carrying Alien Heavy Weapons. Their corpses are extremely useful, too, since 20 are needed for the extremely useful ''Tactical Rigging'', and 5 for autopsy. Interrogating a Muton Elite gives a 25% research bonus to all weapon technologies and projects. | |
− | + | ||
− | + | {{Alien Difficulty Table (Long War) | |
− | + | | level1-damage=10 | level1-hp=20 | level1-aim=70 | level1-crit=0 | level1-defense=20 | level1-mobility=12 | level1-will=40 | |
− | + | | level2-damage=10 | level2-hp=20 | level2-aim=75 | level2-crit=0 | level2-defense=20 | level2-mobility=12 | level2-will=40 | |
− | + | | level3-damage=10 | level3-hp=20 | level3-aim=80 | level3-crit=0 | level3-defense=20 | level3-mobility=12 | level3-will=50 | |
− | + | | level4-damage=13 | level4-hp=20 | level4-aim=80 | level4-crit=0 | level4-defense=20 | level4-mobility=12 | level4-will=65 | |
− | |- | + | | perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Bombard (Long War)}} | {{Suppression (Long War)}} }} |
− | + | | perks2={{ListPerks (Long War)| {{Hyper-Reactive Pupils (Long War)}}from 360 AR | {{Tandem Warheads (Long War)}}from 420 AR | {{Lock N Load (Long War)}}from 700 AR}} | |
− | |- | + | }} |
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− | | {{ | ||
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
|- align="center" | |- align="center" | ||
− | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name | |
− | |||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | ||
|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 1 || - || - || - || - || - || - || - || - || - || {{ Grenadier (Long War) }} || 15% || - | | 1 || - || - || - || - || - || - || - || - || - || {{ Grenadier (Long War) }} || 15% || - | ||
− | |||
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|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 1 || - || - || - || - || - || - || - || +2 || - || {{ Covering Fire (Long War) }} || 33% || Muton Elite Sentry | | 1 || - || - || - || - || - || - || - || +2 || - || {{ Covering Fire (Long War) }} || 33% || Muton Elite Sentry | ||
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|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || - | | 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || - | ||
− | |- align="center" | + | |- align="center" style="background-color:#FFB" |
+ | | 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || - | ||
+ | |- align="center" | ||
| 360 || - || - || - || - || - || - || - || +2 || - || {{ Hyper-Reactive Pupils (Long War) }} || - || - | | 360 || - || - || - || - || - || - || - || +2 || - || {{ Hyper-Reactive Pupils (Long War) }} || - || - | ||
|- align="center" | |- align="center" | ||
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| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || 15% || - | | 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || 15% || - | ||
|- align="center" style="background-color:#FFB" | |- align="center" style="background-color:#FFB" | ||
− | | 600 || - || - || - || - || - || - || - || - || | + | | 600 || - || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || 33% || - |
|- align="center" | |- align="center" | ||
| 700 || - || +1 || - || - || - || - || - || - || - || {{ Lock N Load (Long War) }} || - || - | | 700 || - || +1 || - || - || - || - || - || - || - || {{ Lock N Load (Long War) }} || - || - | ||
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|- align="center" | |- align="center" | ||
| 800 || - || - || +4 || +4 || - || +4 || - || +5 || - || - || - || - | | 800 || - || - || +4 || +4 || - || +4 || - || +5 || - || - || - || - | ||
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|- | |- | ||
− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | |||
− | |||
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
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|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || - || +2 || +2 || +3 || {{ Fortiores Una (Long War) }} {{ Light Em Up (Long War) }} || 1 || Muton Elite Legionary |
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 80 || - || +1 || +1 || +3 || {{ Opportunist (Long War) }} || 2 || - | ||
+ | |- align="center" style="background-color:#FDD" | ||
+ | | 120 || - || +2 || +2 || +3 || {{ Tactical Sense (Long War) }} || 3 || - | ||
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 160 || +1 || +1 || +1 || +4 || {{ Bring Em On (Long War) }} {{ Combined Arms (Long War) }} || 4 || Muton Elite Commando |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 200 || - || +2 || +2 || +4 || {{ Sentinel (Long War) }} || 5 || - |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 240 || - || +1 || +1 || +4 || {{ Will To Survive (Long War) }} || 6 || - |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 450 || +1 || +2 || +2 || +4 || {{ Covering Fire (Long War) }} {{ Squadsight (Long War) }} {{ Reactive Targeting Sensors (Long War) }} || 7 || Muton Elite Praetorian |
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || +1 || +10 || +5 || +30 || {{ Aggression (Long War) }} {{ Adaptive Bone Marrow (Long War) }} {{ Neural Damping (Long War) }} || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || - || - || - || - || {{ Shredder Ammo (Long War) }} || 9 || Bashar | ||
|} | |} | ||
===Sectopod=== | ===Sectopod=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
+ | |appears=364 | ||
+ | |appears2=280 | ||
|picture=[[File:Sectopod 1 (EU2012).png|128px]] | |picture=[[File:Sectopod 1 (EU2012).png|128px]] | ||
− | |hp=- | + | |damage=7 - 27 |
− | |aim=- | + | |hp=35 - 60 |
− | |defense=- | + | |aim=70 - 80 |
− | |will=- | + | |crit=8 |
− | | | + | |dr=3 - 9 |
+ | |defense=0 | ||
+ | |move=12 | ||
+ | |will=0 | ||
+ | }} | ||
+ | Massive mechanical war machines, '''Sectopods''' are similar to their vanilla incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on. | ||
+ | |||
+ | *The Sectopod's attacks have different base damage values. The Sectopod chest cannon has a base damage of 11 and is used for any cannon attack on the sectopods turn. The normal cannon has a base damage of 9 and is used for overwatch and reactive targeting sensors attacks during the players turn. The Cluster Bomb has a base damage of 7. | ||
+ | *Sectopods do not need to reload; both their chest and "normal" (green) cannon are supplied with infinite ammo. | ||
+ | *Despite the fact that the Sectopod has infinite ammo, disabling shot will work. A successful disabling Shot will remove overwatch and disable RTS, and the sectopod will have its chest cannon disabled for the next turn. The cluster bomb is the only attack that is not disabled. | ||
+ | |||
+ | ''Rewards:'' Sectopod Wrecks are needed for autopsy (3) and EMP Cannons (1). | ||
+ | |||
+ | {{Alien Difficulty Table (Long War) | ||
+ | | level1-damage=7 ~ 11* | level1-hp=35 | level1-aim=70 | level1-crit=8 | level1-defense=0 | level1-mobility=12 | level1-will=0 | ||
+ | | level2-damage=7 ~ 11* | level2-hp=35 | level2-aim=75 | level2-crit=8 | level2-defense=0 | level2-mobility=12 | level2-will=0 | ||
+ | | level3-damage=7 ~ 11* | level3-hp=35 | level3-aim=80 | level3-crit=8 | level3-defense=0 | level3-mobility=12 | level3-will=0 | ||
+ | | level4-damage=9 ~ 13* | level4-hp=35 | level4-aim=80 | level4-crit=8 | level4-defense=0 | level4-mobility=12 | level4-will=0 | ||
+ | | perks={{ListPerks (Long War)| {{Cannon Fire (Long War)}} | {{Cluster Bomb (Long War)}} | {{Death Explosion (Long War)}} | {{Hardened (Long War)}} | {{Robotic (Long War)}} }} | ||
}} | }} | ||
− | |||
− | {| class="wikitable" width=" | + | {| class="wikitable mw-collapsible mw-collapsed" width="90%" |
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− | | | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name |
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− | | | + | | 1 || - || - || - || - || +1 || - || - || - || - || - || - || - |
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|- align="center" | |- align="center" | ||
− | + | | 120 || - || - || - || - || +1 || - || - || - || - || - || - || - | |
|- align="center" | |- align="center" | ||
− | + | | 240 || - || - || - || - || +1 || - || - || - || - || - || - || - | |
|- align="center" | |- align="center" | ||
− | | | + | | 360 || - || - || - || - || +1 || - || - || - || - || - || - || - |
|- align="center" | |- align="center" | ||
| 450 || - || +5 || - || - || - || - || - || - || - || - || - || - | | 450 || - || +5 || - || - || - || - || - || - || - || - || - || - | ||
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|- | |- | ||
− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
− | |||
− | |||
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
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|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 40 || - || - || - || - || - || 1 || - |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 80 || - || - || - || - || - || 2 || - |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 360 || - || +5 || - || - || {{ Repair Servos (Long War) }} || 3 || - |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 420 || - || +5 || - || - || {{ HEAT Ammo (Long War) }} || 4 || Sectopod Destroyer |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 660 || - || +5 || - || - || - || 5 || - |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 720 || - || +5 || - || - || {{ Reactive Targeting Sensors (Long War) }} || 6 || Reaper |
|- align="center" style="background-color:#FDD" | |- align="center" style="background-color:#FDD" | ||
− | | | + | | 999 || - || - || - || - || {{ Light Em Up (Long War) }} || 7 || - |
− | |} | + | |- align="center" style="background-color:#EEF" |
+ | | N/A || - || +35 || +30 || - || {{ Absorption Fields (Long War) }} || 8 || - | ||
+ | |- align="center" style="background-color:#EEF" | ||
+ | | N/A || - || - || - || - || {{ Combined Arms (Long War) }} || 9 || Titan | ||
+ | |} | ||
===Ethereal=== | ===Ethereal=== | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
+ | |appears=336 | ||
+ | |appears2=308 | ||
|picture=[[File:Ethereal_(EU2012).png|128px]] | |picture=[[File:Ethereal_(EU2012).png|128px]] | ||
− | |hp=- | + | |damage=13 - 16 |
− | |aim= | + | |hp=20 - 40 |
− | |defense=- | + | |aim=90 |
− | |will=- | + | |crit=0 |
− | | | + | |defense=40 - 45 |
+ | |move=12 | ||
+ | |will=135 - 190 | ||
+ | |regen=4 - 10 | ||
}} | }} | ||
− | The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power. Using a Psionic Lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereals represent the pinnacle of psionic deadliness. '''Ethereals''' regenerate health | + | The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power. Using a Psionic Lance attack that is based on will as well as the feared ''Mind Control'' and ''Rift'' abilities, Ethereals represent the pinnacle of psionic deadliness. |
+ | |||
+ | '''Ethereals''' regenerate health and will reflect any shots taken at them which roll as misses (except overwatch shots), dealing 33% of the damage to the attacker (this cannot crit). This means any non-overwatch shots will be either hits or reflections, so taking high-percentage shots is particularly important against Ethereals. Explosives and stuns cannot be reflected. The Ethereal's Psionic Lance is a cross between psionic power and weapon; it has no cooldown, and its accuracy is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can't be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]]. | ||
+ | |||
+ | ''Rewards:'' Captured Ethereals carry no weapons and only three of their corpses are needed for an autopsy. Interrogating an Ethereal gives research bonus to all remaining technologies and Foundry projects. | ||
− | { | + | {{Alien Difficulty Table (Long War) |
− | + | | level1-damage=10 | level1-hp=20 | level1-aim=90 | level1-crit=0 | level1-defense=40 | level1-mobility=12 | level1-will=120 | |
− | + | | level2-damage=10 | level2-hp=20 | level2-aim=95 | level2-crit=0 | level2-defense=40 | level2-mobility=12 | level2-will=120 | |
− | + | | level3-damage=10 | level3-hp=20 | level3-aim=100 | level3-crit=0 | level3-defense=40 | level3-mobility=12 | level3-will=145 | |
− | + | | level4-damage=12 | level4-hp=20 | level4-aim=100 | level4-crit=0 | level4-defense=40 | level4-mobility=12 | level4-will=155 | |
− | + | | perks={{ListPerks (Long War) | {{Adaptive Bone Marrow (Long War)}} | {{Hardened (Long War)}} | {{Death Explosion (Long War)}} | {{Mind Control (Long War)}} | {{Mindfray (Long War)}} | {{Psi Drain (Long War)}} | {{Rift (Long War)}} }} | |
− | + | }} | |
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
− | |||
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|- align="center" | |- align="center" | ||
− | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | | + | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Variant Chance !! width="9%" | Special Name |
|- align="center" | |- align="center" | ||
− | | 1 || +3 || - || - || - || - || - || - || +15 | + | | 1 || +3 || - || - || - || - || - || - || +15 || +4 || - || - || - |
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|- align="center" | |- align="center" | ||
| 420 || - || +5 || - || - || - || - || - || +15 || - || - || - || - | | 420 || - || +5 || - || - || - || - || - || +15 || - || - || - || - | ||
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{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Leader Progression |
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
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! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name | ||
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
| 360 || - || +2 || - || +3 || {{ Distortion Field (Long War) }} || 1 || - | | 360 || - || +2 || - || +3 || {{ Distortion Field (Long War) }} || 1 || - | ||
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
| 390 || - || +2 || - || +4 || {{ Shock Absorbent Armor (Long War) }} || 2 || - | | 390 || - || +2 || - || +4 || {{ Shock Absorbent Armor (Long War) }} || 2 || - | ||
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
| 420 || - || +2 || - || +4 || - || 3 || - | | 420 || - || +2 || - || +4 || - || 3 || - | ||
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
| 450 || - || +2 || - || +4 || {{ Sprinter (Long War) }} || 4 || - | | 450 || - || +2 || - || +4 || {{ Sprinter (Long War) }} || 4 || - | ||
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
| 480 || - || +2 || - || +5 || {{ Executioner (Long War) }} || 5 || - | | 480 || - || +2 || - || +5 || {{ Executioner (Long War) }} || 5 || - | ||
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
| 510 || +3 || +5 || - || +5 || - || 6 || - | | 510 || +3 || +5 || - || +5 || - || 6 || - | ||
− | |- align="center" | + | |- align="center" style="background-color:#FDD" |
| 540 || +3 || +5 || - || +15 || {{ Squadsight (Long War) }} || 7 || - | | 540 || +3 || +5 || - || +15 || {{ Squadsight (Long War) }} || 7 || - | ||
− | |- align="center" style="background-color:# | + | |- align="center" style="background-color:#EEF" |
− | | | + | | N/A || +3 || +5 || - || +15 || - || 8 || - |
− | |- align="center" style="background-color:# | + | |- align="center" style="background-color:#EEF" |
− | | | + | | N/A || +3 || +5 || - || +15 || {{ Combined Arms (Long War) }} || 9 || Ethereal Overmind |
|} | |} | ||
Line 1,700: | Line 1,660: | ||
{{Unit Stat Box LW | {{Unit Stat Box LW | ||
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]] | |picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]] | ||
− | |hp= | + | |damage=10 |
− | |aim= | + | |hp=60 |
− | |defense=- | + | |aim=110 |
− | |will=- | + | |crit=0 |
− | | | + | |defense=50 - 80 |
+ | |move=12 | ||
+ | |will=200 - 230 | ||
+ | |regen=15 | ||
}} | }} | ||
− | The ultimate Ethereal. | + | The ultimate Ethereal. He is immune to stun and Mind Control, and receives 15 Damage Reduction from every nearby live Ethereal. |
− | + | ''Rewards:'' Winning the game. | |
− | + | ||
− | + | {{Alien Difficulty Table (Long War) | |
− | + | | level1-damage=10 | level1-hp=60 | level1-aim=110 | level1-crit=0 | level1-defense=50 | level1-mobility=12 | level1-will=200 | |
− | + | | level2-damage=10 | level2-hp=60 | level2-aim=115 | level2-crit=0 | level2-defense=50 | level2-mobility=12 | level2-will=200 | |
− | + | | level3-damage=10 | level3-hp=60 | level3-aim=120 | level3-crit=0 | level3-defense=55 | level3-mobility=12 | level3-will=225 | |
− | + | | level4-damage=14 | level4-hp=60 | level4-aim=120 | level4-crit=0 | level4-defense=60 | level4-mobility=12 | level4-will=235 | |
− | |- | + | | perks={{ListPerks (Long War)| {{Absorption Fields (Long War)}} | {{Adaptive Bone Marrow (Long War)}} | {{Close Encounters (Long War)}} | {{Hardened (Long War)}} | {{Lightning Reflexes (Long War)}} | {{Shock Absorbent Armor (Long War)}} | {{Squadsight (Long War)}} | {{Stun Immune (Long War)}} }} |
− | + | | perks2={{ListPerks (Long War)| {{Distortion Field (Long War)}} | {{Mind Control (Long War)}} | {{Mindfray (Long War)}} | {{Psi Drain (Long War)}} | {{Rift (Long War)}} }} | |
− | |- | + | }} |
− | |||
− | |- | ||
− | |||
− | |- | ||
− | |||
− | |||
− | | | ||
− | |||
{| class="wikitable mw-collapsible mw-collapsed" width="90%" | {| class="wikitable mw-collapsible mw-collapsed" width="90%" | ||
|- | |- | ||
− | |+ | + | |+ Research Progression |
− | |||
− | |||
|- align="center" | |- align="center" | ||
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name | ! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- align="center" | |- align="center" | ||
| 1 || - || - || - || - || - || - || - || - || +15 || - || - || - | | 1 || - || - || - || - || - || - || - || - || +15 || - || - || - | ||
Line 1,758: | Line 1,695: | ||
|- align="center" | |- align="center" | ||
| 900 || - || - || - || - || - || +10 || - || +10 || - || - || - || - | | 900 || - || - || - || - || - || +10 || - || +10 || - || - || - || - | ||
+ | |} | ||
+ | |||
+ | ==Bosses== | ||
+ | |||
+ | Level 8 and Level 9 leaders cannot spawn as the leader of a normal pod, but may spawn as a fixed encounter in certain specially-designated "boss" or "monster" pods. Some maps spawn a specific alien type, others pick from a random pool. | ||
+ | |||
+ | Fixed Spawns: | ||
+ | * Furies (Progeny DLC): "Reaver Lord" (Level 9 Floater) and "Typhon" (Level 9 Thin Man) | ||
+ | * 9th [[Missions_(Long_War)#Terror_Site|Terror Mission]]: "Greater Hive Queen" (Level 9 Chryssalid) | ||
+ | * 18th [[Missions_(Long_War)#Terror_Site|Terror Mission]]: "Atlas Drone" (Level 9 Drone) | ||
+ | * [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]: "Dreadnought" (Level 9 Cyberdisc) | ||
+ | * [[Missions_(Long_War)#EXALT_Base_Assault|EXALT Base Assault]]: Level 9 EXALT Elite Sniper, "EXALT Deputy Commander" (Level 9 EXALT Elite Operative), "EXALT Elite Captain" (Level 9 EXALT Elite Medic), "EXALT Commander Iago Van Doorn" (Level 9 EXALT Elite Heavy) | ||
+ | * [[Missions_(Long_War)#Temple_Ship_Assault|Temple Ship Assault]]: All regular aliens are Level 8 | ||
+ | |||
+ | Random Leader Spawns: | ||
+ | * 11th and subsequent [[Missions_(Long_War)#Council_Missions|council missions]]: 1 random level 9 leader pod added | ||
+ | * Crashed or Landed [[UFOs_(Long_War)#Assault Carrier|Assault Carriers]] and [[UFOs_(Long_War)#Battleship|Battleships]]: 1 random level 9 leader pod added | ||
+ | * Crashed or Landed [[UFOs_(Long_War)#Terror Ship|Terror Ships]] and [[UFOs_(Long_War)#Transport|Transports]] (only after first Alien Base Assault): 1 random level 9 leader added | ||
+ | * [[Missions (Long War)#Alien Base Assault|Alien Base Assaults]] (only after first Alien Base Assault): 1 random leader added (on top of the level 9 Cyberdisk) | ||
+ | |||
+ | ===Random Pool=== | ||
+ | |||
+ | The pool of aliens selected from during a random spawn is based on the number of [[Missions (Long War)#Alien Base Assault|Alien Base Assaults]] you have completed this campaign. Each alien in the pool is equally likely to be selected. | ||
+ | |||
+ | {| class="wikitable mw-collapsible" width="90%" | ||
+ | ! width="10%" | ABA Completed | ||
+ | ! Level 9 Pod Leader Pool | ||
+ | |- | ||
+ | ! 0 | ||
+ | | Drone, Sectoid, Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid | ||
+ | |- | ||
+ | ! 1 | ||
+ | |Sectoid, Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater | ||
+ | |- | ||
+ | ! 2 | ||
+ | |Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander | ||
+ | |- | ||
+ | ! 3 | ||
+ | | Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod) | ||
+ | |- | ||
+ | ! 4 | ||
+ | | Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite | ||
+ | |- | ||
+ | ! 5 | ||
+ | | Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod | ||
+ | |- | ||
+ | ! 6 | ||
+ | | Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal | ||
+ | |- | ||
+ | ! 7 | ||
+ | | Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal | ||
+ | |- | ||
+ | ! 8 | ||
+ | | Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal | ||
+ | |- | ||
+ | ! 9 | ||
+ | | Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal | ||
+ | |- | ||
+ | ! 10 | ||
+ | | Heavy Floater, Sectoid Commander, Mechtoid, Muton Elite, Sectopod, Ethereal | ||
+ | |- | ||
+ | ! 11 | ||
+ | | Sectoid Commander, Mechtoid, Muton Elite, Sectopod, Ethereal | ||
+ | |- | ||
+ | ! 12 | ||
+ | | Mechtoid, Muton Elite, Sectopod, Ethereal | ||
+ | |- | ||
+ | ! 13 | ||
+ | | Muton Elite, Sectopod, Ethereal | ||
+ | |- | ||
+ | ! 14 | ||
+ | | Sectopod, Ethereal | ||
+ | |- | ||
+ | ! 15+ | ||
+ | | Ethereal | ||
|} | |} | ||
Latest revision as of 21:56, 26 May 2022
Overview
Much like in vanilla, Aliens deploy in Pods, which are "activated" by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.
All pods now make noise when they move, but some pods will choose to wait in one spot rather than patrol. The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO's, 40%, and on Small UFO's, 10%.
Research Upgrades
The aliens will continually improve their technology as the war goes on, represented by a hidden variable called Alien Research. This will grant aliens extra stats, and in some cases unlock new perks.
Some upgrades are granted for free to all aliens, whereas other upgrades have only a chance of applying to any given alien. In the latter cases, the aliens sometimes receive a new name, and hence they are named "Variant" upgrades.
Pod Leader
Each Pod will be led by one Pod Leader alien, possessing both improved stats and new abilities. Pod leaders can easily be identified by their larger health pool and increased physical size.
Pod Leaders initially start at level 0 with standard stats, but as Alien Research progresses, they begin to start being able to acquire higher leader levels. At Alien Research 40, aliens start having chance to roll a level 1 leader for all pods. At each multiple of 40 Alien Research thereafter, an additional level unlocks, up to a maximum of 7 on normal missions. Special level 8 or 9 may appear on special missions, see Bosses below.
Below 360 Alien Research, the chance to roll every level of leader for a pod is the same; for example, at Alien Research 120, a pod has a 25% chance to roll a level 3 leader, a 25% chance for a level 2, a 25% chance for a level 1, and a 25% chance for a level 0.
Starting at 360 Alien Research, and all the way up to 600, the chance of rolling any given leader stops being equally likely. The higher alien research, the more the formula is biased towards rolling high leader levels.
Alien Research |
Alien Leader Level | |||||||
---|---|---|---|---|---|---|---|---|
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
0 | 100% | |||||||
40 | 50.0% | 50.0% | ||||||
80 | 33.33% | 33.33% | 33.33% | |||||
120 | 25.0% | 25.0% | 25.0% | 25.0% | ||||
160 | 20.0% | 20.0% | 20.0% | 20.0% | 20.0% | |||
200 | 16.67% | 16.67% | 16.67% | 16.67% | 16.67% | 16.67% | ||
240 | 14.29% | 14.29% | 14.29% | 14.29% | 14.29% | 14.29% | 14.29% | |
280 | 12.5% | 12.5% | 12.5% | 12.5% | 12.5% | 12.5% | 12.5% | 12.5% |
320 | 12.5% | 12.5% | 12.5% | 12.5% | 12.5% | 12.5% | 12.5% | 12.5% |
360 | 10.0% | 12.86% | 12.86% | 12.86% | 12.86% | 12.86% | 12.86% | 12.86% |
400 | 9.09% | 9.09% | 13.64% | 13.64% | 13.64% | 13.64% | 13.64% | 13.64% |
440 | 8.33% | 8.33% | 8.33% | 15.0% | 15.0% | 15.0% | 15.0% | 15.0% |
480 | 7.69% | 7.69% | 7.69% | 7.69% | 17.31% | 17.31% | 17.31% | 17.31% |
520 | 7.14% | 7.14% | 7.14% | 7.14% | 7.14% | 21.43% | 21.43% | 21.43% |
560 | 6.67% | 6.67% | 6.67% | 6.67% | 6.67% | 6.67% | 30.0% | 30.0% |
600+ | 6.25% | 6.25% | 6.25% | 6.25% | 6.25% | 6.25% | 6.25% | 56.25% |
Tough Leaders
Certain pods in difficult missions (such as Alien Base Assaults, the EXALT HQ Raid, and lategame EXALT missions) are flagged as "tough" and get a +3 bonus to their alien leader's level (max 7). These pods can eclipse the normal maximum defined by Alien Research, but leader levels in excess of 7 are reduced to 7.
Alien Research |
"Tough" Leader Level | ||||
---|---|---|---|---|---|
3 | 4 | 5 | 6 | 7 | |
0 | 100% | ||||
40 | 50.0% | 50.0% | |||
80 | 33.33% | 33.33% | 33.33% | ||
120 | 25.0% | 25.0% | 25.0% | 25.0% | |
160 | 20.0% | 20.0% | 20.0% | 20.0% | 20.0% |
200 | 16.67% | 16.67% | 16.67% | 16.67% | 33.33% |
240 | 14.29% | 14.29% | 14.29% | 14.29% | 42.86% |
280 | 12.50% | 12.50% | 12.50% | 12.50% | 50.0% |
320 | 12.50% | 12.50% | 12.50% | 12.50% | 50.0% |
360 | 10.00% | 12.86% | 12.86% | 12.86% | 51.43% |
400 | 9.09% | 9.09% | 13.64% | 13.64% | 54.55% |
440 | 8.33% | 8.33% | 8.33% | 15.0% | 60.0% |
480 | 7.69% | 7.69% | 7.69% | 7.69% | 69.23% |
520 | 7.14% | 7.14% | 7.14% | 7.14% | 71.43% |
560 | 6.67% | 6.67% | 6.67% | 6.67% | 73.33% |
600 | 6.25% | 6.25% | 6.25% | 6.25% | 75.0% |
Appears
The Appears data listed for each alien is the lowest time in days it could appear normally (as a Pod Leader) with a time-only based Alien Research progression. Bonus Research from outside sources (e.g. Alien Bases, XCOM Soldiers left behind on failed missions, etc.) may cause some of these aliens to appear ahead of their schedule. In addition, landed UFOs present the possibility of aliens one iMonth (28 days) ahead of their standard schedule during that mission.
Pod composition is dependent upon the leader alien, and the leader alien is dependent upon Alien Research progression. For more information on when leader aliens can appear and how pods work, see Alien Deployment.
Legend
No Color | Research Upgrades
These stat boosts are automatically unlocked as soon as Alien Research reaches the required amount, for all aliens of this type (including variants, leaders, and bosses). |
Yellow | Variants
These are available to all aliens of this type, including leaders, and sometimes change the name of the alien when inspected in the battlescape. They have a certain chance of appearing, indicated in the "Variant chance" column, which is rolled per alien. A given alien can roll multiple variants, in which case all bonuses apply and the alien takes on the name of the highest-leveled variant. The number of upgraded aliens in a pod is not limited. Variant aliens can only gain (or lose) base damage, hit points, aim, will, or special perk; they never gain defense, mobility, critical chance or anything else. |
Red | Leader Upgrades
These are only available to pod leader aliens of that type. The alien leader's level is rolled randomly based on alien research, from level 1 up to level 7. All leader upgrades are cumulative, meaning a level 3 leader will have the level 3 upgrades as well as the level 1 and 2 upgrades. Leaders display the highest-leveled Leader name they have unlocked when inspecting them in the battlescape. |
Purple | Boss Upgrades
These rare aliens are level 8 or level 9 Leaders, and only show up in specific situations. Reminder that leader upgrades are cumulative, so a level 9 leader gains the upgrades of all previous levels. |
Support Units
Like XCOM's own support units, these aliens are not especially threatening in a simple firefight, but instead improve the effectiveness of other alien units. They can heal and buff the stronger aliens in the collective, forcing the player to be more thoughtful in their target selection and damage output.
Sectoid
Appears | |
---|---|
Normal | 0 |
Terror | - |
Damage | 3 - 8 |
HP | 3 - 14 |
Defense | 0 - 28 |
Aim | 55 - 79 |
Crit Chance | 0 |
Movement | 12 - 13 |
Bonus Regen | 0 - 2 |
Will | 5 - 120 |
Sectoids behave in much the same way as you'd expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mindfray and Psi Panic. The good news is that Mindfray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn't kill outright. Sectoid pod leaders get the Low Profile perk. All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.
Unlike most alien types, Sectoid pod leaders do +1 damage over regular Sectoids at the start of the game without requiring extra research.
Rewards: Sectoids carry Alien Pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses. After Xenobiology is researched, the Council will request Sectoid Corpses from time to time. Typical requests exchange 6 Sectoids for 1 or 2 scientists, plus a 10% boost to the requesting nation's defense against panic.
Difficulty Modifiers | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | |||||
Normal | 3 | 3 | 55 | 0 | 0 | 12 | 5 | |||||
Classic | 3 | 3 | 60 | 0 | 0 | 12 | 5 | |||||
Brutal | 3 | 3 | 65 | 0 | 0 | 12 | 10 | |||||
Impossible | 3 | 4 | 65 | 0 | 0 | 12 | 15 | |||||
Base Abilities/Perks | ||||||||||||
|
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
15 | - | +1 | - | - | - | - | - | +10 | - | - | - | - |
30 | - | - | - | - | - | - | - | +10 | - | - | - | - |
30 | - | - | +3 | - | - | - | - | - | - | - | 20% | - |
75 | - | - | - | - | - | - | - | +10 | - | - | - | - |
120 | +1 | - | +4 | - | - | +4 | - | +10 | - | - | - | - |
180 | - | +1 | - | - | - | - | - | +5 | - | - | - | - |
180 | - | +1 | - | - | - | - | - | +5 | - | - | 20% | - |
240 | - | - | - | - | - | - | - | +5 | - | - | - | - |
270 | - | - | - | - | - | - | - | - | - | - | - | |
300 | - | - | +4 | - | - | +4 | - | +5 | - | - | - | - |
300 | - | +1 | - | - | - | - | - | +15 | - | - | 15% | - |
300 | - | +1 | - | - | - | - | - | +10 | - | - | 20% | - |
360 | - | - | - | - | - | +4 | +1 | +5 | - | - | - | - |
420 | +1 | +1 | +4 | - | - | - | - | +5 | - | - | - | - |
510 | - | - | - | - | - | +4 | - | +5 | - | - | - | - |
600 | +1 | +1 | +4 | - | - | +4 | - | +5 | - | - | - | - |
690 | - | - | - | - | - | +4 | - | +5 | - | - | - | - |
720 | - | +1 | - | - | - | - | - | +5 | +2 | - | - | |
800 | - | +1 | - | - | - | +4 | - | +5 | - | - | - | - |
900 | +1 | +3 | +4 | - | - | - | - | +15 | - | - | - | - |
1200 | +1 | +3 | +4 | - | - | - | - | +15 | - | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | +1 | +1 | - | +5 | 1 | - | |
80 | - | - | +4 | +5 | - | 2 | - |
120 | +1 | - | - | +5 | - | 3 | - |
160 | - | +1 | +4 | +5 | 4 | Sectoid Leader | |
200 | - | - | - | +5 | 5 | - | |
240 | - | +1 | +4 | +5 | - | 6 | - |
280 | +1 | - | +4 | +5 | 7 | Sectoid Master | |
N/A | +1 | +5 | +4 | +5 | 8 | - | |
N/A | +1 | +2 | +4 | +5 | 9 | Reticulan |
Drone
Appears | |
---|---|
Normal | 0 |
Terror | - |
Damage | 3 - 7 |
HP | 3 - 10 |
Defense | -5 - 7 |
DR | 1 - 2 |
Aim | 50 - 70 |
Crit Chance | 0 |
Movement | 12 - 16 |
Flight Fuel | 32 |
Will | 0 |
Drones can be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or be attached to Sectoid pods, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill when encountered in packs. A standard or Shredder rocket with the HEAT Ammo perk can make short work of them, however. Variant & Leader Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens. Drones also start at 80% size at the beginning of the campaign with a variant upgrade.
A Level 9 Drone, the Atlas Drone, will appear in the 18th Terror mission.
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the Field Repairs Foundry project and the Holo-Targeter. Later-game, Drone Wrecks are required for several Foundry projects including Field Repairs (10), Drone Capture (30), Improved Arc Thrower (10), Sentinel Drone (1), and Advanced Flight (5). Also, two Drone Wrecks are required for UFO Tracking (Boost).
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | - | - | - | - | +1 | - | - | - | - | - | - | - |
15 | - | - | - | - | +0.2 | - | - | - | - | - | - | - |
30 | - | - | - | - | +0.2 | - | - | - | - | - | - | - |
45 | - | - | - | - | +0.2 | - | - | - | - | - | - | - |
60 | - | - | - | - | +0.4 | - | - | - | - | - | - | - |
120 | - | +3 | +4 | - | - | - | - | - | - | - | - | - |
120 | - | - | - | - | - | - | - | - | - | 90% | Tracker Drone | |
270 | +1 | +1 | +4 | - | - | - | +1 | - | - | - | - | - |
360 | +1 | +1 | +4 | - | - | +4 | +1 | - | - | - | - | - |
900 | +1 | +1 | +4 | - | - | +4 | +1 | - | - | - | - | - |
1200 | +1 | +1 | +4 | - | - | +4 | +1 | - | - | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | - | - | - | 1 | Tracker Drone | |
80 | - | - | - | - | - | 2 | Tracker Drone |
120 | +2 | +2 | - | - | - | 3 | - |
160 | - | - | - | - | - | 4 | - |
200 | - | - | - | - | - | 5 | - |
240 | - | - | - | - | - | 6 | - |
280 | +3 | +15 | +15 | - | - | 7 | - |
N/A | - | - | - | - | 8 | Battle Drone | |
N/A | +3 | +30 | +10 | - | 9 | Atlas Drone |
Harassment Units
Harassment units are generally not a major threat on their own, but can quickly make a mixed engagement go from bad to worse. Their special abilities can greatly impair XCOM's ability to perform on the field. This can be countered with advanced tech options or specialized tactics.
Thin Man
Appears | |
---|---|
Normal | 28 |
Terror | 28 |
Damage | 5 - 7 |
HP | 5 - 22 |
Defense | 0 - 35 |
Aim | 60 - 95 |
Crit Chance | 4 - 34 |
Movement | 14 - 19 |
Bonus Regen | 0 - 8 |
Will | 25 - 55 |
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low will. The main change is that their poison has been replaced with acid, which lowers aim (flat -20%) and mobility (-25%) as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc. will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with Medikits or sealed armor are immune to the mobility effects of acid and won't take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.
A Level 9 Thin Man, the Typhon, can appear in a scripted encounter in Furies without the prerequisite Alien Research.
Rewards: Thin Men carry Alien Carbines (with the standard dead-man switch) and leave corpses. These can be spent on the Improved Medikit Foundry project (10x) after completing an autopsy (10x). The Thin Man interrogation gives a 25% research credit towards laser weaponry.
Difficulty Modifiers | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | ||||
Normal | 5 | 5 | 60 | 4 | 0 | 14 | 25 | ||||
Classic | 5 | 5 | 70 | 4 | 0 | 14 | 25 | ||||
Brutal | 5 | 5 | 75 | 4 | 0 | 14 | 35 | ||||
Impossible | 5 | 5 | 75 | 4 | 0 | 14 | 50 | ||||
Base Abilities/Perks | |||||||||||
|
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | - | +1 | +5 | - | - | - | - | +3 | - | - | - | - |
90 | - | +1 | - | - | - | - | - | - | - | 15% | - | |
90 | - | +1 | +2 | - | - | - | - | +2 | - | 25% | - | |
90 | - | +1 | +2 | - | - | - | - | +2 | - | 25% | - | |
120 | - | - | +5 | - | - | - | - | +3 | - | - | - | - |
180 | - | +1 | - | - | - | - | - | - | - | 15% | Sidewinder | |
210 | - | +1 | - | +5 | - | - | +1 | +3 | - | - | - | - |
240 | - | +1 | - | - | - | - | - | - | +2 | - | - | |
360 | - | - | +5 | +5 | - | +3 | +1 | +3 | +2 | - | - | - |
400 | - | - | - | - | - | - | - | - | - | - | - | |
450 | - | +1 | - | - | - | +3 | - | +3 | - | - | - | - |
550 | - | -4 | +5 | - | - | - | - | - | - | 10% | Thin Man Sniper | |
600 | - | +1 | +5 | +5 | - | +3 | +1 | +3 | - | - | - | - |
600 | - | - | +5 | - | - | - | - | - | - | 10% | - | |
700 | - | - | +5 | +5 | - | +3 | - | +3 | - | - | - | - |
800 | - | +1 | - | - | - | +3 | - | +3 | - | - | - | - |
900 | +1 | +6 | +5 | +5 | - | +10 | +1 | +3 | +2 | - | - | - |
1200 | +1 | +6 | +5 | +5 | - | +10 | +1 | +3 | +2 | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | +1 | - | +4 | 1 | - | |
80 | - | +1 | +5 | +4 | 2 | - | |
120 | - | +1 | - | +4 | 3 | - | |
160 | - | +1 | - | - | 4 | Thin Man Sniper | |
200 | +1 | +1 | - | +5 | 5 | - | |
240 | - | +1 | +5 | +5 | 6 | - | |
280 | +1 | +1 | +10 | +6 | 7 | Sidewinder | |
N/A | +2 | +5 | +10 | +7 | 8 | - | |
N/A | +1 | +5 | +5 | +5 | 9 | Typhon |
Seeker
Appears | |
---|---|
Normal | 56 |
Terror | 56 |
Damage | 2 - 5 |
HP | 4 - 15 |
Defense | 0 - 20 |
DR | 2 - 5 |
Aim | 55 - 71 |
Crit Chance | 0 |
Movement | 16 - 25 |
Flight Fuel | 32 |
Will | 0 |
Seekers can be found both in pods made up entirely of Seekers, and accompanying pods of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn't much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and Strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.
Battle Scanners are available to Engineers and Scouts as carried items in Long War, giving an early counter to Seekers. They have a habit of going into overwatch while in stealth, so if you're waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be 'detected' by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an 'IMMUNE' popup will still appear) that catch an invisible Seeker in their area will force them to decloak.
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armors and items grant immunity also), they will most often go into overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach. Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a Terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on XCOM instead.
Rewards: As robotic units, Seekers cannot be captured. Upon destruction, they leave wrecks, which are needed for autopsy (5) and UFO Countermeasures Foundry project (10).
Difficulty Modifiers | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | ||||
Normal | 2 | 4 | 55 | 0 | 0 | 16 | 0 | ||||
Classic | 2 | 4 | 60 | 0 | 0 | 16 | 0 | ||||
Brutal | 2 | 4 | 65 | 0 | 0 | 16 | 0 | ||||
Impossible | 2 | 5 | 65 | 0 | 0 | 16 | 0 | ||||
Base Abilities/Perks | |||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | - | - | - | - | +2 | - | - | - | - | - | - | - |
1 | - | - | - | - | - | - | - | - | - | 67% | Stalker | |
75 | - | +1 | - | - | - | - | - | - | - | - | - | - |
150 | - | +1 | - | - | - | +5 | - | - | - | - | - | - |
210 | - | - | +2 | - | - | - | +1 | - | - | - | - | - |
240 | - | - | +2 | - | +1 | +5 | +1 | - | - | - | - | - |
300 | +1 | +1 | - | - | - | - | +1 | - | - | - | - | - |
420 | +1 | - | - | - | - | +5 | - | - | - | - | - | - |
540 | - | - | +2 | - | +1 | - | +1 | - | - | - | - | - |
700 | - | - | +2 | - | - | - | +1 | - | - | - | - | - |
800 | - | +3 | +2 | - | - | - | +1 | - | - | - | - | - |
900 | +1 | +5 | +6 | - | +1 | +5 | +3 | - | - | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | - | - | - | 1 | Stalker | |
80 | - | +3 | +2 | - | 2 | - | |
120 | - | +3 | +2 | - | 3 | - | |
160 | +1 | +5 | +2 | - | - | 4 | - |
200 | - | +5 | +2 | - | 5 | - | |
240 | - | +5 | +2 | - | 6 | - | |
280 | +1 | +10 | +2 | - | 7 | Wraith | |
N/A | - | - | - | - | - | 8 | - |
N/A | +1 | +10 | +2 | - | 9 | Hydra |
Combat Units
Combat units often appear in large groups. They present substantial threat to XCOM forces.
Outsider
Appears | |
---|---|
Normal | - |
Terror | - |
Damage | 6 - 10 |
HP | 10 - 23 |
Defense | 0 - 15 |
DR | 0 - 3 |
Aim | 65 - 95 |
Crit Chance | 4 - 22 |
Movement | 12 - 17 |
Bonus Regen | 3 - 7 |
Will | 115 - 150 |
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO's Outsider until you're ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla. On larger ships and later encounters, Outsiders spawn in pods of 3 to 6.
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with Flashbangs and Suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.
Rewards: Outsiders captured alive grant Outsider Shards, which can be fashioned into Skeleton Keys. These are essential for initiating Base Assault missions, a requirement for ending the game. They also carry Alien Carbines. Killed Outsiders provide nothing.
Note: The bonus regen column includes the bonus conferred by Adaptive Bone Marrow.
Difficulty Modifiers | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | |||
Normal | 6 | 10 | 65 | 4 | 0 | 12 | 100 | |||
Classic | 6 | 10 | 75 | 4 | 0 | 12 | 100 | |||
Brutal | 6 | 10 | 85 | 4 | 0 | 12 | 110 | |||
Impossible | 7 | 10 | 85 | 4 | 0 | 12 | 125 | |||
Base Abilities/Perks | ||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | - | - | - | - | - | - | - | +15 | +3 | - | - | - |
120 | +1 | +2 | +4 | - | - | +5 | +1 | +5 | +1 | - | - | - |
240 | - | +3 | +4 | +4 | +1 | +2 | +1 | +5 | +1 | - | - | - |
360 | +1 | +3 | +4 | - | +1 | +2 | +1 | +5 | +1 | - | - | - |
480 | - | - | +4 | +4 | - | +2 | +1 | +5 | - | - | - | - |
600 | - | +1 | +4 | - | - | +2 | - | +5 | - | - | - | |
750 | +1 | +1 | - | - | - | +2 | - | +5 | - | - | - | - |
900 | +1 | +3 | +10 | +10 | +1 | - | +1 | +5 | +1 | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | - | +5 | - | - | 1 | - |
80 | - | - | - | +10 | 2 | Outsider Engineer | |
120 | - | - | +5 | +10 | 3 | Outsider Navigator | |
160 | - | - | +5 | +10 | 4 | - | |
200 | - | +10 | +5 | +10 | 5 | Outsider Captain | |
240 | - | - | +5 | +10 | 6 | Outsider Commander | |
280 | - | - | - | +10 | 7 | - | |
N/A | - | - | - | - | - | 8 | - |
N/A | - | +20 | - | +10 | 9 | Outsider Overlord |
Floater
Appears | |
---|---|
Normal | 28 |
Terror | 28 |
Damage | 5 - 8 |
HP | 5 - 16 |
Defense | -5 - 11 |
Aim | 55 - 80 |
Crit Chance | 4 - 9 |
Movement | 12 - 20 |
Flight Fuel | 32 |
Will | 20 - 44 |
Floaters behave identically to vanilla Floaters. Floater pod leaders often gain the Damn Good Ground perk (+10 Aim and +10 Defense against anything you have height advantage on), which, given their ability to fly, makes them significantly more dangerous than regular Floaters.
Rewards: Floaters leave corpses (10-autopsy, 30-Armored Fighters, 25-Shaped Armor, 3-Uplink Targeting (Aim)) and carry Alien Carbines. Floater interrogation provides aerospace research credit.
Difficulty Modifiers | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | |||
Normal | 5 | 5 | 55 | 4 | -5 | 12 | 20 | |||
Classic | 5 | 5 | 60 | 4 | -5 | 13 | 20 | |||
Brutal | 5 | 6 | 65 | 4 | 0 | 13 | 30 | |||
Impossible | 5 | 6 | 65 | 4 | 0 | 13 | 45 | |||
Base Abilities/Perks | ||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | - | - | - | - | - | - | - | - | - | 15% | Floater Sentry | |
60 | - | +1 | +4 | - | - | - | - | - | - | 15% | - | |
75 | - | +1 | - | - | - | - | - | +2 | - | - | - | - |
90 | - | - | - | - | - | - | +1 | +2 | - | - | - | - |
90 | - | +1 | - | - | - | - | - | +2 | - | - | 20% | - |
120 | - | - | +5 | - | - | - | - | +2 | - | - | - | - |
180 | - | +1 | - | - | - | - | +1 | +2 | - | - | - | - |
180 | - | +1 | - | - | - | - | - | +2 | - | - | 15% | - |
210 | - | - | +4 | - | - | - | - | - | - | - | 20% | - |
240 | - | +1 | +5 | - | - | - | +1 | +2 | - | - | - | - |
240 | - | +1 | +2 | - | - | - | - | +2 | - | - | 15% | - |
330 | +1 | - | - | - | - | +4 | - | +2 | - | - | - | - |
420 | - | +1 | - | - | - | - | +1 | +2 | - | - | - | - |
570 | - | - | - | - | - | +4 | +1 | +2 | - | - | - | - |
690 | - | +1 | - | - | - | - | - | +2 | - | - | - | - |
780 | - | - | +5 | +5 | - | - | +1 | +2 | - | - | - | - |
900 | +1 | +3 | +5 | - | - | +4 | +1 | +2 | - | - | - | - |
1200 | +1 | +3 | +5 | - | - | +4 | +1 | +2 | - | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | +1 | +4 | +2 | 1 | Floater Sentry | |
80 | - | +1 | - | +2 | 2 | - | |
120 | - | +1 | +2 | +2 | 3 | - | |
160 | - | +1 | +4 | +2 | 4 | Floater Raider | |
200 | - | +1 | - | +2 | 5 | - | |
240 | - | +1 | +4 | +2 | 6 | - | |
280 | +1 | +5 | +8 | +2 | 7 | Floater Reaver | |
N/A | +3 | +5 | +15 | +6 | 8 | Great Reaver | |
N/A | +1 | +5 | +5 | +2 | 9 | Reaver Lord |
Chryssalid
Appears | |
---|---|
Normal | - |
Terror | 0 |
Damage | 8 - 12 |
HP | 8 - 20 |
Defense | 10 - 35 |
Aim | 0 |
Crit Chance | 25 |
Movement | 20 - 27 |
Bonus Regen | 0 - 7 |
Will | 50 - 70 |
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid pod leaders can have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid pod will take from overwatch fire since the pod leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid's claw poison has been replaced with acid.
AP/HE grenades are an effective early counter to Chryssalids, since they'll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don't benefit from cover. Similarly, Flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a Flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won't reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.
Chryssalids on a terror mission will always spawn Zombies from civilians they kill off-screen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional Zombies during Terror missions that focus on the deployment of Chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.
Some Chryssalid pod leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more Chryssalids and have augmented damage.
Rewards: 5 Chryssalid Carcasses are needed for autopsy, 10 for Chitin Plating.
Difficulty Modifiers | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | ||||||
Normal | 8 | 8 | - | 25 | 10 | 20 | 50 | ||||||
Classic | 8 | 8 | - | 25 | 10 | 20 | 50 | ||||||
Brutal | 8 | 8 | - | 25 | 10 | 20 | 60 | ||||||
Impossible | 9 | 8 | - | 25 | 10 | 20 | 75 | ||||||
Base Abilities/Perks | |||||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | +1 | +1 | - | - | - | - | - | - | - | - | 10% | - |
0 | - | +1 | - | - | - | - | - | - | - | - | 15% | - |
0 | - | - | - | - | - | - | - | +10 | - | - | 20% | - |
0 | +1 | +1 | - | - | - | - | - | - | - | - | 20% | - |
0 | - | +1 | - | - | - | - | - | - | - | - | 25% | - |
150 | +1 | +1 | - | - | - | - | - | +2 | +1 | - | - | - |
180 | - | +1 | - | - | - | - | - | +2 | +2 | - | - | |
270 | +1 | +1 | - | - | - | - | +1 | +2 | - | - | - | - |
300 | - | +2 | - | - | - | +5 | +1 | +2 | +1 | - | - | - |
420 | - | +1 | - | - | - | - | +1 | +2 | - | - | - | - |
550 | - | +1 | - | - | - | +5 | +1 | +2 | - | - | - | - |
650 | +1 | +1 | - | - | - | - | +1 | +2 | +1 | - | - | - |
725 | - | +1 | - | - | - | +5 | - | +2 | - | - | - | - |
800 | - | +1 | - | - | - | +5 | - | +2 | - | - | - | - |
900 | +1 | +2 | - | - | - | +5 | +2 | +2 | +2 | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | +1 | +2 | - | +5 | - | 1 | - |
80 | +1 | +1 | - | +5 | 2 | Chryssalid Warrior | |
120 | +1 | +2 | - | +5 | 3 | - | |
160 | +1 | +1 | - | +5 | 4 | Chryssalid Charger | |
200 | +1 | +2 | - | +5 | - | 5 | - |
240 | +1 | +1 | - | +5 | 6 | Hive Queen | |
280 | +1 | +5 | - | +5 | - | 7 | - |
N/A | +1 | +10 | - | +5 | - | 8 | - |
N/A | +1 | +20 | - | +5 | 9 | Greater Hive Queen |
Zombie
Appears | |
---|---|
Normal | - |
Terror | - |
Damage | 7 - 15 |
HP | 12 - 23 |
Defense | 0 |
Aim | 0 |
Crit Chance | 0 |
Movement | 9 - 16 |
Bonus Regen | 0 - 2 |
Will | 120 |
Not even Zombies are immune to getting tweaked in Long War - at first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. 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, in which four to five identical zombies will spawn in a group. Unlike regular Zombies, the members of this Zombie "pack" do not seem to spawn Chryssalids if left to their own devices for too long.
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a "baby" Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.
Rewards: None.
Difficulty Modifiers | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | ||||
Normal | 7 | 12 | - | 0 | 0 | 9 | 120 | ||||
Classic | 7 | 12 | - | 0 | 0 | 9 | 120 | ||||
Brutal | 7 | 15 | - | 0 | 0 | 9 | 130 | ||||
Impossible | 8 | 15 | - | 0 | 0 | 9 | 140 | ||||
Base Abilities/Perks | |||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
210 | +1 | - | - | - | - | - | +2 | - | - | - | - | - |
360 | +1 | +1 | - | - | - | - | +1 | - | - | - | - | - |
420 | +1 | +1 | - | - | - | - | +1 | - | - | - | - | - |
450 | - | - | - | - | - | - | - | - | +2 | - | - | |
480 | +1 | +1 | - | - | - | - | - | - | - | - | - | - |
600 | +1 | +1 | - | - | - | - | +1 | - | - | - | - | - |
700 | +1 | +1 | - | - | - | - | +1 | - | - | - | - | - |
800 | +1 | +1 | - | - | - | - | +1 | - | - | - | - | - |
900 | +1 | +5 | - | - | - | - | - | - | - | - | - | - |
Muton
Appears | |
---|---|
Normal | 56 |
Terror | 84 |
Damage | 8 - 10 |
HP | 8 - 22 |
Defense | 10 - 33 |
Aim | 60 - 82 |
Crit Chance | 4 - 6 |
Movement | 12 |
Will | 30 - 60 |
Mutons are similar to vanilla Mutons, and will start with Alien Carbines and later upgrade to Alien Rifles. Muton pod leaders have significantly more HP than regular Mutons, as well as a number of overwatch enhancing perks. Before 105 days of alien research, Mutons use Alien Carbines, which modifies their base damage and aim to be 6 and 76 respectively. Muton grenades also have a base damage of 5.
Rewards: Either Alien Carbine or Alien Rifle when captured, and also Alien Grenade if Alien Grenades Foundry project isn't completed. Muton Corpses are required for autopsy (10) and Ammo Conservation Foundry project (20). The Muton interrogation gives a 25% research credit towards gauss weaponry.
Note: Values tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.
Difficulty Modifiers | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | ||||
Normal | 6 -> 8* | 8 | 66 -> 60* | 4 | 10 | 12 | 30 | ||||
Classic | 6 -> 8* | 8 | 71 -> 65* | 4 | 10 | 12 | 30 | ||||
Brutal | 6 -> 8* | 10 | 76 -> 70* | 4 | 10 | 12 | 40 | ||||
Impossible | 7 -> 9* | 10 | 76 -> 70* | 4 | 10 | 12 | 55 | ||||
Base Abilities/Perks | |||||||||||
* After 105 days of alien research.
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | - | - | +2 | - | - | - | - | - | - | 15% | Muton Sentry | |
90 | - | +1 | +2 | - | - | - | - | - | - | - | 15% | - |
90 | - | +1 | +2 | - | - | - | - | +5 | - | - | 15% | - |
120 | - | - | - | - | - | - | - | - | - | 25% | - | |
150 | - | - | - | - | - | - | - | - | - | 25% | - | |
210 | - | +1 | - | - | - | - | - | +3 | - | - | - | - |
270 | - | +1 | - | - | - | - | - | +3 | - | - | - | - |
330 | - | +1 | +2 | - | - | +2 | - | +3 | - | - | - | - |
420 | - | +1 | +2 | - | - | +2 | - | +3 | - | - | - | - |
450 | - | - | - | - | - | - | - | - | - | 10% | Muton Sniper | |
510 | - | +1 | +2 | - | - | +2 | - | +3 | - | - | - | - |
600 | - | +1 | +2 | +2 | - | +2 | - | +3 | - | - | - | - |
650 | - | - | - | - | - | - | - | - | - | 50% | - | |
700 | - | +1 | +2 | - | - | +2 | - | +3 | - | - | - | - |
800 | - | +1 | +2 | - | - | +3 | - | +3 | - | - | - | - |
900 | +1 | +3 | +5 | - | - | +5 | - | +3 | - | - | - | - |
1200 | +1 | +3 | +5 | - | - | +5 | - | +3 | - | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | +2 | +2 | +3 | 1 | Muton Sentry | |
80 | - | +1 | +2 | +3 | 2 | - | |
120 | +1 | +1 | +2 | +3 | 3 | - | |
160 | - | +1 | +2 | +3 | 4 | Muton Grenadier | |
200 | - | +2 | +2 | +4 | 5 | - | |
240 | - | +1 | +2 | +4 | 6 | Muton Sentinel | |
280 | +2 | +10 | +4 | +8 | 7 | Muton Centurion | |
N/A | +2 | +5 | +10 | +10 | 8 | - | |
N/A | +1 | +5 | +5 | +5 | 9 | Sargon |
Specialist Units
These units are all significantly more dangerous than those listed in the combat section. Their abilities are designed to exploit specific weaknesses in the XCOM squad, but in turn, each of them has their own glaring weakness that can be exploited. For example, a single Berserker can effortlessly savage a smoke and suppression based squad composition, but will crumble to a well-placed chem grenade.
Cyberdisc
Appears | |
---|---|
Normal | 112 |
Terror | 84 |
Damage | 9 - 14 |
HP | 18 - 32 |
Defense | 0 |
DR | 2 - 6 |
Aim | 60 - 74 |
Crit Chance | 8 - 18 |
Movement | 18 - 22 |
Flight Fuel | 32 |
Will | 0 |
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behavior is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting. This grenade has a base damage of 5.
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT Ammo/Warheads, or a soldier with Shredder Ammo/Rockets. Their movement range can take you off guard as it's close to that of a Chryssalid; if they're not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you.
The Drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo-Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.
One important note about the Cyberdisc is that they only have the Hardened trait as long as they're closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack. A Cyberdisc that overwatches can often be hit when open twice, by shooting it, then drawing out its overwatch with a Scout, causing it to reopen for a second shot.
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs Death Blossom, so be cautious not to engage too closely.
Rewards: Cyberdisc Wrecks are needed for autopsy (3), several Foundry projects (10), and Defensive Matrix (Dodge) (2).
Difficulty Modifiers | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | ||||||||
Normal | 9 | 18 | 60 | 8 | 0 | 18 | 0 | ||||||||
Classic | 9 | 18 | 65 | 8 | 0 | 18 | 0 | ||||||||
Brutal | 9 | 18 | 70 | 8 | 0 | 18 | 0 | ||||||||
Impossible | 10 | 21 | 70 | 8 | 0 | 18 | 0 | ||||||||
Base Abilities/Perks | |||||||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | - | - | - | - | +2 | - | - | - | - | - | - | - |
270 | - | +2 | - | - | +1 | - | +1 | - | - | - | - | - |
360 | +1 | +1 | +4 | - | - | - | +1 | - | - | - | - | - |
420 | +1 | +1 | - | - | +1 | - | - | - | - | - | - | - |
480 | +1 | +1 | - | - | - | - | - | - | - | - | - | - |
600 | +1 | +2 | - | - | - | - | - | - | - | - | - | - |
720 | +1 | +1 | - | - | - | - | - | - | - | - | - | - |
900 | - | +3 | +5 | +5 | +1 | - | +1 | - | - | - | - | - |
1200 | - | +3 | +5 | +5 | +1 | - | +1 | - | - | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | +1 | - | - | - | 1 | Cyberdisk Gunship |
80 | - | +1 | - | - | - | 2 | - |
120 | - | +1 | - | - | 3 | - | |
160 | - | +1 | +2 | - | 4 | Cyberdisc Destroyer | |
200 | +1 | +1 | +2 | - | 5 | - | |
300 | - | +2 | +2 | - | 6 | - | |
300 | - | +3 | +2 | - | 7 | Gunstar | |
N/A | - | - | - | - | 8 | - | |
N/A | - | +15 | +5 | - | 9 | Dreadnought |
Mechtoid
Appears | |
---|---|
Normal | 140 |
Terror | 140 |
Damage | 8 - 11 |
HP | 25 - 39 |
Shield HP | 6 - 13 |
Defense | 0 - 8 |
DR | 2 - 4 |
Aim | 65 - 85 |
Crit Chance | 8 - 12 |
Movement | 14 - 16 |
Will | 40 - 64 |
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.
Mechtoids are one of the few "big" units vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Their Will is a little higher than regular troops, but not stellar, so are excellent targets for psionics anyway due to the large amount of firepower a successful psionic attack will neutralize. Chem Grenades will hurt their accuracy a bit.
The Psi Shield granted to Mechtoids by Mind Merge also grants a significant amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the Sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.
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.
Rewards: Mechtoid Cores are required for autopsy (3), Advanced Servomotors Foundry project (8), and Psi Screen device (1).
Difficulty Modifiers | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Shield HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | |||||
Normal | 8 | 25 | 6 | 65 | 8 | 0 | 14 | 40 | |||||
Classic | 8 | 25 | 6 | 70 | 8 | 0 | 14 | 40 | |||||
Brutal | 8 | 27 | 6 | 75 | 8 | 0 | 14 | 50 | |||||
Impossible | 11 | 30 | 6 | 75 | 8 | 0 | 14 | 60 | |||||
Base Abilities/Perks | |||||||||||||
Alien Research | Base Damage |
HP |
Shield HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | - | - | - | - | - | +2 | - | - | +3 | - | - | - | - |
270 | - | +2 | +1 | - | - | - | - | - | +3 | - | - | - | - |
360 | - | +1 | +1 | - | - | - | - | - | +3 | - | - | - | - |
420 | +1 | +2 | +1 | +4 | - | +1 | - | - | +3 | - | - | - | - |
500 | - | +3 | - | +4 | +4 | - | +4 | +1 | +3 | - | - | - | - |
600 | - | +3 | +1 | +4 | - | - | - | +1 | +3 | - | - | - | - |
700 | +1 | - | - | - | - | - | +4 | - | +3 | - | - | - | - |
900 | +1 | +3 | +3 | +8 | - | +1 | - | - | +3 | - | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | +1 | +2 | +3 | 1 | - | |
80 | - | +1 | +2 | +3 | 2 | - | |
120 | +1 | +1 | +2 | +3 | 3 | - | |
160 | - | +2 | +2 | +3 | 4 | Vulcan Mechtoid | |
200 | +1 | +1 | +2 | +3 | 5 | - | |
240 | +1 | +2 | +2 | +3 | 6 | - | |
280 | +2 | +10 | +2 | +3 | 7 | Leviathan Mechtoid | |
N/A | - | - | - | - | - | 8 | - |
N/A | - | - | - | - | 9 | Colossus |
Berserker
Appears | |
---|---|
Normal | 168 |
Terror | 140 |
Damage | 10 - 20 |
HP | 20 - 44 |
Defense | 20 - 30 |
Aim | 0 |
Crit Chance | 33 |
Movement | 17 - 23 |
Bonus Regen | 0 - 7 |
Will | 80 - 110 |
Berserkers can also be Pod Leaders, meaning the first Berserkers you see could have terrifying amounts of health.
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralize a Berserker you're not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don't go overboard). Another good piece of equipment to use against them are Chem Grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.
Since it's possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the Psionic Storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.
Two well placed Close Combat Specialist Assaults (optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.
Rewards: Berserkers don't carry a weapon. Their corpses are needed for autopsy (5), MEC Close Combat (8), and Combat Stims (1). Interrogating a Berserker gives a 25% research credit towards all armor technologies.
Difficulty Modifiers | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | ||||||
Normal | 10 | 20 | 50 | 33 | 20 | 17 | 80 | ||||||
Classic | 10 | 20 | 55 | 33 | 20 | 17 | 80 | ||||||
Brutal | 10 | 22 | 60 | 33 | 20 | 17 | 90 | ||||||
Impossible | 12 | 25 | 60 | 33 | 20 | 17 | 105 | ||||||
Base Abilities/Perks | |||||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | +1 | +1 | - | - | - | - | - | - | - | - | 10% | - |
0 | - | +1 | - | - | - | - | - | - | - | - | 15% | - |
0 | - | +1 | - | - | - | - | - | - | - | - | 15% | - |
0 | - | +1 | - | - | - | - | - | - | - | - | 20% | - |
0 | - | +1 | - | - | - | - | - | - | - | - | 25% | - |
270 | +1 | +1 | - | - | - | - | - | +3 | - | - | - | - |
300 | - | +1 | - | - | - | +5 | - | +3 | - | - | - | - |
330 | - | +2 | - | - | - | - | - | +3 | - | - | - | - |
420 | +1 | +2 | - | - | - | - | +2 | +3 | +1 | - | - | - |
500 | +1 | +2 | - | - | - | +5 | - | +3 | - | - | - | - |
600 | +1 | +2 | - | - | - | - | - | +3 | - | - | - | - |
700 | +1 | +2 | - | - | - | - | - | +3 | - | - | - | - |
800 | +1 | +2 | - | - | - | - | - | +3 | - | - | - | - |
900 | +2 | +5 | - | - | - | - | +2 | +3 | +3 | - | - | - |
1200 | +2 | +5 | - | - | - | - | +2 | +3 | +3 | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | +2 | - | +3 | - | 1 | - |
80 | - | +2 | - | +3 | 2 | Behemoth | |
120 | +1 | +2 | - | +3 | 3 | - | |
160 | - | +2 | - | +3 | - | 4 | - |
200 | +1 | +2 | - | +3 | - | 5 | - |
240 | - | +2 | - | +3 | 6 | Juggernaut | |
280 | +1 | +5 | - | +3 | - | 7 | - |
N/A | +1 | +5 | - | +3 | - | 8 | - |
N/A | +1 | +15 | - | +3 | 9 | Mongo |
Sectoid Commander
Appears | |
---|---|
Normal | 196 |
Terror | 196 |
Damage | 4 - 10 |
HP | 15 - 36 |
Defense | 20 - 39 |
Aim | 55 |
Crit Chance | 0 |
Movement | 12 - 14 |
Bonus Regen | 1 - 6 |
Will | 90 - 200 |
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics. Sectoid Commanders can use Mind Control.
Rewards: Just like basic Sectoids, Sectoid Commanders carry Alien Pistols. Besides the autopsy (5), five of their corpses are needed for Mind Shield. Their interrogation provides 25% research credit towards psionic research and Psi Warfare Systems Foundry project.
Difficulty Modifiers | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | ||||||
Normal | 4 | 15 | 55 | 0 | 20 | 12 | 90 | ||||||
Classic | 4 | 15 | 60 | 0 | 20 | 12 | 90 | ||||||
Brutal | 4 | 15 | 65 | 0 | 20 | 12 | 105 | ||||||
Impossible | 6 | 15 | 65 | 0 | 20 | 12 | 115 | ||||||
Base Abilities/Perks | |||||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | +1 | +1 | - | - | - | - | - | +2 | - | - | 25% | - |
0 | +1 | - | - | - | - | - | - | +5 | - | - | 50% | - |
0 | +1 | +1 | - | - | - | - | - | - | - | - | 50% | - |
1 | - | - | - | - | - | - | - | - | +1 | - | - | - |
270 | +1 | +3 | - | - | - | - | - | +10 | - | - | - | - |
360 | - | - | - | - | - | - | - | +10 | - | - | - | - |
400 | +1 | - | - | - | - | - | - | +20 | - | - | - | - |
420 | +1 | - | - | - | - | - | - | - | +2 | - | - | |
480 | - | +2 | - | - | - | +3 | - | +20 | +1 | - | - | - |
660 | +1 | +3 | - | - | - | +4 | - | +20 | - | - | - | - |
780 | - | +3 | - | - | - | +3 | - | +10 | - | - | - | - |
900 | +1 | +5 | - | - | - | +4 | +1 | +10 | +1 | - | - | - |
1200 | +1 | +5 | - | - | - | +5 | +1 | +10 | +1 | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | +1 | +1 | - | +4 | 1 | - | |
80 | - | +1 | - | +4 | 2 | - | |
120 | - | +2 | - | +4 | - | 3 | - |
160 | +1 | +2 | - | +4 | - | 4 | - |
300 | - | +1 | - | +4 | 5 | - | |
330 | +1 | +2 | - | +4 | - | 6 | - |
360 | +1 | +1 | - | +4 | 7 | - | |
N/A | - | - | - | - | - | 8 | - |
N/A | - | +5 | +5 | +10 | 9 | Great Reticulan |
Heavy Floater
Appears | |
---|---|
Normal | 224 |
Terror | 224 |
Damage | 8 - 10 |
HP | 15 - 30 |
Defense | 5 - 25 |
DR | 0 - 1 |
Aim | 60 - 76 |
Crit Chance | 8 - 12 |
Movement | 12 - 14 |
Flight Fuel | 32 |
Will | 25 - 41 |
The Heavy Floater is improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades, and with the Bombard perk, they can throw them very far. This grenade has a base damage of 5.
Rewards: Heavy Floaters carry Alien Rifles. The corpse is needed for autopsy (5), Advanced Flight (5), and Advanced Repair (4). Interrogation provides plasma technologies research bonus.
Difficulty Modifiers | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | |||||
Normal | 8 | 15 | 60 | 8 | 5 | 12 | 25 | |||||
Classic | 8 | 15 | 65 | 8 | 10 | 12 | 25 | |||||
Brutal | 8 | 15 | 70 | 8 | 10 | 12 | 35 | |||||
Impossible | 10 | 15 | 70 | 8 | 10 | 13 | 50 | |||||
Base Abilities/Perks | ||||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | - | - | +3 | - | - | - | - | - | - | 25% | Heavy Floater Sentry | |
1 | - | +1 | - | - | - | - | - | - | - | 15% | - | |
1 | - | +1 | - | - | - | - | - | - | - | - | 25% | - |
1 | - | +1 | - | - | - | - | - | - | - | - | 25% | - |
270 | - | +1 | +2 | - | - | - | - | - | - | 20% | - | |
300 | - | - | - | - | - | - | - | - | - | 10% | - | |
300 | - | - | - | - | - | - | - | +1 | - | 50% | - | |
360 | - | +1 | +3 | - | - | - | - | - | - | - | 25% | - |
360 | - | +3 | - | - | +1 | - | +1 | +2 | - | - | - | - |
420 | - | +2 | +4 | - | - | +4 | - | +2 | - | - | - | - |
450 | - | +1 | +2 | - | - | - | - | - | - | 20% | - | |
500 | - | +2 | +4 | - | - | - | +1 | +2 | - | - | - | - |
600 | - | +1 | - | - | - | +4 | - | +2 | - | - | - | - |
700 | - | +1 | - | - | - | - | - | +2 | - | - | - | - |
800 | - | +2 | - | - | - | +4 | - | +2 | - | - | - | - |
900 | +1 | +2 | +4 | +4 | - | +4 | - | +2 | - | - | - | - |
1200 | +1 | +2 | +4 | - | - | +4 | - | +2 | - | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | +2 | +2 | +2 | 1 | - | |
80 | - | +1 | +2 | +2 | 2 | Heavy Floater Destroyer | |
120 | - | +1 | +2 | +2 | 3 | - | |
160 | - | +1 | +2 | +2 | - | 4 | - |
200 | +1 | +1 | +2 | +2 | 5 | Aircobra | |
360 | +1 | +1 | +2 | +2 | 6 | Warmaster | |
420 | +1 | +2 | +2 | +2 | 7 | ||
N/A | +1 | +3 | +3 | +5 | 8 | - | |
N/A | +2 | +3 | +8 | +5 | 9 | Archon |
Alpha Units
These units present significant threat on their own. Except Muton Elites, who come in large groups late game, Sectopods and Ethereals appear either alone or in a group of two, accompanied by support units.
Muton Elite
Appears | |
---|---|
Normal | 252 |
Terror | 252 |
Damage | 10 - 12 |
HP | 20 - 40 |
Defense | 20 - 40 |
Aim | 70 - 86 |
Crit Chance | 0 - 4 |
Movement | 12 - 15 |
Bonus Regen | 0 - 5 |
Will | 40 - 85 |
Muton Elites are similar-looking to Mutons, but with red armor.
Care must be taken, because they have a lot of innate defense and Tactical Sense, as well as a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and even though they lose Intimidate, they still benefit from Blood Call. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.
Their overwatch becomes lethal with Opportunist, Covering Fire and Sentinel, they can fire twice with Light' Em Up and further with Squadsight, crit with Aggression and Bring 'Em On and respond to fire with Reactive Targeting Sensors. Watch out for Bombard grenades with HEAT Warheands and Tandem Warheads as well. An encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to focus and speed up their research.
Take care when using Psionics to attack them, as they gain high will and potentially Neural Damping.
Rewards: Muton Elites are the only aliens carrying Alien Heavy Weapons. Their corpses are extremely useful, too, since 20 are needed for the extremely useful Tactical Rigging, and 5 for autopsy. Interrogating a Muton Elite gives a 25% research bonus to all weapon technologies and projects.
Difficulty Modifiers | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | |||
Normal | 10 | 20 | 70 | 0 | 20 | 12 | 40 | |||
Classic | 10 | 20 | 75 | 0 | 20 | 12 | 40 | |||
Brutal | 10 | 20 | 80 | 0 | 20 | 12 | 50 | |||
Impossible | 13 | 20 | 80 | 0 | 20 | 12 | 65 | |||
Base Abilities/Perks | ||||||||||
|
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | - | - | - | - | - | - | - | - | - | 15% | - | |
1 | - | - | - | - | - | - | - | +2 | - | 33% | Muton Elite Sentry | |
1 | - | +1 | - | - | - | - | - | - | - | 33% | - | |
1 | - | - | +5 | - | - | - | - | - | - | - | 33% | - |
1 | - | +1 | - | - | - | - | - | - | - | - | 33% | - |
1 | - | +1 | - | - | - | - | - | - | - | - | 33% | - |
360 | - | - | - | - | - | - | - | +2 | - | - | - | |
420 | - | - | - | - | - | - | - | - | - | - | - | |
450 | - | +3 | - | - | - | - | - | +5 | - | - | - | - |
450 | - | - | - | - | - | - | - | - | - | 10% | Muton Elite Sniper | |
500 | - | - | - | - | - | +3 | - | +5 | - | - | - | - |
500 | - | - | - | - | - | - | - | +20 | - | - | 10% | - |
600 | - | +2 | +4 | - | - | - | +1 | +5 | +1 | - | - | - |
600 | - | - | - | - | - | - | - | - | - | 15% | - | |
600 | - | - | - | - | - | - | - | - | +2 | 33% | - | |
700 | - | +1 | - | - | - | - | - | - | - | - | - | |
800 | - | - | +4 | +4 | - | +4 | - | +5 | - | - | - | - |
900 | +1 | +5 | +4 | - | - | +5 | +1 | +10 | +1 | - | - | - |
1200 | +1 | +10 | +4 | - | - | +5 | +1 | +10 | +1 | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | +2 | +2 | +3 | 1 | Muton Elite Legionary | |
80 | - | +1 | +1 | +3 | 2 | - | |
120 | - | +2 | +2 | +3 | 3 | - | |
160 | +1 | +1 | +1 | +4 | 4 | Muton Elite Commando | |
200 | - | +2 | +2 | +4 | 5 | - | |
240 | - | +1 | +1 | +4 | 6 | - | |
450 | +1 | +2 | +2 | +4 | 7 | Muton Elite Praetorian | |
N/A | +1 | +10 | +5 | +30 | 8 | - | |
N/A | - | - | - | - | 9 | Bashar |
Sectopod
Appears | |
---|---|
Normal | 364 |
Terror | 280 |
Damage | 7 - 27 |
HP | 35 - 60 |
Defense | 0 |
DR | 3 - 9 |
Aim | 70 - 80 |
Crit Chance | 8 |
Movement | 12 |
Will | 0 |
Massive mechanical war machines, Sectopods are similar to their vanilla incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.
- The Sectopod's attacks have different base damage values. The Sectopod chest cannon has a base damage of 11 and is used for any cannon attack on the sectopods turn. The normal cannon has a base damage of 9 and is used for overwatch and reactive targeting sensors attacks during the players turn. The Cluster Bomb has a base damage of 7.
- Sectopods do not need to reload; both their chest and "normal" (green) cannon are supplied with infinite ammo.
- Despite the fact that the Sectopod has infinite ammo, disabling shot will work. A successful disabling Shot will remove overwatch and disable RTS, and the sectopod will have its chest cannon disabled for the next turn. The cluster bomb is the only attack that is not disabled.
Rewards: Sectopod Wrecks are needed for autopsy (3) and EMP Cannons (1).
Difficulty Modifiers | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | |||||
Normal | 7 ~ 11* | 35 | 70 | 8 | 0 | 12 | 0 | |||||
Classic | 7 ~ 11* | 35 | 75 | 8 | 0 | 12 | 0 | |||||
Brutal | 7 ~ 11* | 35 | 80 | 8 | 0 | 12 | 0 | |||||
Impossible | 9 ~ 13* | 35 | 80 | 8 | 0 | 12 | 0 | |||||
Base Abilities/Perks | ||||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | - | - | - | - | +1 | - | - | - | - | - | - | - |
120 | - | - | - | - | +1 | - | - | - | - | - | - | - |
240 | - | - | - | - | +1 | - | - | - | - | - | - | - |
360 | - | - | - | - | +1 | - | - | - | - | - | - | - |
450 | - | +5 | - | - | - | - | - | - | - | - | - | - |
600 | - | - | - | - | +1 | - | - | - | - | - | - | - |
700 | +4 | +5 | +5 | - | +1 | - | - | - | - | - | - | - |
800 | +3 | +5 | +5 | - | +1 | - | - | - | - | - | - | - |
900 | +3 | +5 | - | - | +1 | - | - | - | - | - | - | - |
1200 | +3 | +5 | - | - | +1 | - | - | - | - | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
40 | - | - | - | - | - | 1 | - |
80 | - | - | - | - | - | 2 | - |
360 | - | +5 | - | - | 3 | - | |
420 | - | +5 | - | - | 4 | Sectopod Destroyer | |
660 | - | +5 | - | - | - | 5 | - |
720 | - | +5 | - | - | 6 | Reaper | |
999 | - | - | - | - | 7 | - | |
N/A | - | +35 | +30 | - | 8 | - | |
N/A | - | - | - | - | 9 | Titan |
Ethereal
Appears | |
---|---|
Normal | 336 |
Terror | 308 |
Damage | 13 - 16 |
HP | 20 - 40 |
Defense | 40 - 45 |
Aim | 90 |
Crit Chance | 0 |
Movement | 12 |
Bonus Regen | 4 - 10 |
Will | 135 - 190 |
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power. Using a Psionic Lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereals represent the pinnacle of psionic deadliness.
Ethereals regenerate health and will reflect any shots taken at them which roll as misses (except overwatch shots), dealing 33% of the damage to the attacker (this cannot crit). This means any non-overwatch shots will be either hits or reflections, so taking high-percentage shots is particularly important against Ethereals. Explosives and stuns cannot be reflected. The Ethereal's Psionic Lance is a cross between psionic power and weapon; it has no cooldown, and its accuracy is reduced by Suppression, but it can't be disabled with Disabling Shot.
Rewards: Captured Ethereals carry no weapons and only three of their corpses are needed for an autopsy. Interrogating an Ethereal gives research bonus to all remaining technologies and Foundry projects.
Difficulty Modifiers | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | |||||||
Normal | 10 | 20 | 90 | 0 | 40 | 12 | 120 | |||||||
Classic | 10 | 20 | 95 | 0 | 40 | 12 | 120 | |||||||
Brutal | 10 | 20 | 100 | 0 | 40 | 12 | 145 | |||||||
Impossible | 12 | 20 | 100 | 0 | 40 | 12 | 155 | |||||||
Base Abilities/Perks | ||||||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Variant Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +3 | - | - | - | - | - | - | +15 | +4 | - | - | - |
420 | - | +5 | - | - | - | - | - | +15 | - | - | - | - |
540 | - | +5 | - | - | - | - | - | +15 | +2 | - | - | - |
700 | +1 | - | - | - | - | +5 | - | +5 | - | - | - | - |
900 | +1 | +5 | - | - | - | - | - | +10 | +2 | - | - | - |
1200 | +1 | +5 | - | - | - | - | - | +10 | +2 | - | - | - |
Alien Research | Base Damage |
HP |
Aim |
Will |
Perk | Leader Level | Special Name |
---|---|---|---|---|---|---|---|
360 | - | +2 | - | +3 | 1 | - | |
390 | - | +2 | - | +4 | 2 | - | |
420 | - | +2 | - | +4 | - | 3 | - |
450 | - | +2 | - | +4 | 4 | - | |
480 | - | +2 | - | +5 | 5 | - | |
510 | +3 | +5 | - | +5 | - | 6 | - |
540 | +3 | +5 | - | +15 | 7 | - | |
N/A | +3 | +5 | - | +15 | - | 8 | - |
N/A | +3 | +5 | - | +15 | 9 | Ethereal Overmind |
Uber Ethereal
Appears | |
---|---|
Normal | - |
Terror | - |
Damage | 10 |
HP | 60 |
Defense | 50 - 80 |
Aim | 110 |
Crit Chance | 0 |
Movement | 12 |
Bonus Regen | 15 |
Will | 200 - 230 |
The ultimate Ethereal. He is immune to stun and Mind Control, and receives 15 Damage Reduction from every nearby live Ethereal.
Rewards: Winning the game.
Difficulty Modifiers | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Difficulty | Base Damage |
HP |
Aim |
Crit. Chance |
Defense |
Mobility |
Will | ||||||||
Normal | 10 | 60 | 110 | 0 | 50 | 12 | 200 | ||||||||
Classic | 10 | 60 | 115 | 0 | 50 | 12 | 200 | ||||||||
Brutal | 10 | 60 | 120 | 0 | 55 | 12 | 225 | ||||||||
Impossible | 14 | 60 | 120 | 0 | 60 | 12 | 235 | ||||||||
Base Abilities/Perks | |||||||||||||||
Alien Research | Base Damage |
HP |
Aim |
Crit. Chance |
DR |
Defense |
Mobility |
Will |
Bonus Regen |
Perk | Navigator Chance | Special Name |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | - | - | - | - | - | - | - | - | +15 | - | - | - |
540 | - | - | - | - | - | +10 | - | +10 | - | - | - | - |
700 | - | - | - | - | - | +10 | - | +10 | - | - | - | - |
900 | - | - | - | - | - | +10 | - | +10 | - | - | - | - |
Bosses
Level 8 and Level 9 leaders cannot spawn as the leader of a normal pod, but may spawn as a fixed encounter in certain specially-designated "boss" or "monster" pods. Some maps spawn a specific alien type, others pick from a random pool.
Fixed Spawns:
- Furies (Progeny DLC): "Reaver Lord" (Level 9 Floater) and "Typhon" (Level 9 Thin Man)
- 9th Terror Mission: "Greater Hive Queen" (Level 9 Chryssalid)
- 18th Terror Mission: "Atlas Drone" (Level 9 Drone)
- Alien Base Assault: "Dreadnought" (Level 9 Cyberdisc)
- EXALT Base Assault: Level 9 EXALT Elite Sniper, "EXALT Deputy Commander" (Level 9 EXALT Elite Operative), "EXALT Elite Captain" (Level 9 EXALT Elite Medic), "EXALT Commander Iago Van Doorn" (Level 9 EXALT Elite Heavy)
- Temple Ship Assault: All regular aliens are Level 8
Random Leader Spawns:
- 11th and subsequent council missions: 1 random level 9 leader pod added
- Crashed or Landed Assault Carriers and Battleships: 1 random level 9 leader pod added
- Crashed or Landed Terror Ships and Transports (only after first Alien Base Assault): 1 random level 9 leader added
- Alien Base Assaults (only after first Alien Base Assault): 1 random leader added (on top of the level 9 Cyberdisk)
Random Pool
The pool of aliens selected from during a random spawn is based on the number of Alien Base Assaults you have completed this campaign. Each alien in the pool is equally likely to be selected.
ABA Completed | Level 9 Pod Leader Pool |
---|---|
0 | Drone, Sectoid, Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid |
1 | Sectoid, Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater |
2 | Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander |
3 | Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod) |
4 | Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite |
5 | Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod |
6 | Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal |
7 | Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal |
8 | Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal |
9 | Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal |
10 | Heavy Floater, Sectoid Commander, Mechtoid, Muton Elite, Sectopod, Ethereal |
11 | Sectoid Commander, Mechtoid, Muton Elite, Sectopod, Ethereal |
12 | Mechtoid, Muton Elite, Sectopod, Ethereal |
13 | Muton Elite, Sectopod, Ethereal |
14 | Sectopod, Ethereal |
15+ | Ethereal |
See also
Long War: Aliens | |
---|---|
Alien Life Forms • Alien Missions • Alien Deployment • Alien Artifacts • Alien Research • Alien Resources • UFOs • XCOM Threat |