https://www.ufopaedia.org/api.php?action=feedcontributions&user=Darkstelios&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T08:56:32ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Tactics_(Long_War)&diff=62062Tactics (Long War)2014-12-01T13:32:30Z<p>Darkstelios: </p>
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<div><br />
<br />
=General Advice & Tips=<br />
<br />
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.<br />
<br />
'''Terror Missions.'''<br><br />
It is usually worthwhile to throw battle scanners around and "spy" on enemies. Civilians you can see (in this case from battle scanner) cannot be killed by un-triggered aliens, and you also get to see what pods are on the map.<br />
<br />
'''Chem Grenade'''<br><br />
An extremely useful type of grenade, try it over flash-bangs and psi-grenades. Although it doesn't affect the ever annoying chryssalids and thin men, it can be used against all other enemy types. Reduces aim, movement points and damages upon actions. Also extremely useful against later Cyberdisks, mechtoids and sectopods with insane hit-points and damage reduction. Can effectively reduce damage reduction of hardened enemies to 1-3 from (late stage) 8-10, making them much easier to kill.<br />
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'''Exalt Missions: Tips & Tactics.'''<br><br />
1) It is usually easier to guard the transmitter rather than the encoder. If Exalt spawn near the encoder and rush it from the beginning, don't risk your troops to rush it too. Just converge at the transmitter for a last stand.<br><br />
2) Blow up all cover at encoder or transmitter. Exalt are dumb enough to rush into that area and stay in the open.<br><br />
3) Consider using engineers as operatives for extra grenade spamming. As the operative cannot carry a main weapon, it is one of the few classes not hindered by this mechanic, as their main damage source (grenades) can still be equipped. Assaults may also be useful for dashing hacks (use Run N Gun).<br><br />
4) You can hack relays to disable exalt weapons until they reload. Try and keep your operative in range to hack one in case you get overrun. Note however that this may backfire, as Exalt may end up using rockets and grenades in their turn.<br><br />
5) On Exalt missions where you need to hack 2 relays, Exalt reinforcements spawn when the operative is in position to hack a relay (a.k.a when he moves right next to it), and not when he actually hacks it. You may find it easier by not hacking the relay on that turn and wait for the reinforcements to spawn. As they will usually enter overwatch, you can proceed to hack the relay on the next turn, effectively disabling overwatch fire, ass well as their weapons until reload. They are much easier to deal with this way.<br />
<br />
'''Chatter on the Wind'''<br><br />
Every two turns your soldiers will "hear" the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no sound during this reveal are outsiders.<br />
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'''Scatter Control'''<br/><br />
When aiming a rocket, try to at least double the expected scatter. Your rocket has a 95% chance of landing within a circle of that distance, although it's more likely to hit closer to the center.<br />
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'''Medics: They aren't useless'''<br><br />
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you'll be glad that you have them with you. <br />
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'''Shreddin' Assaults'''<br><br />
Assaults have a small item that confers "shredded" to any enemies hit. This applies not just to shots from guns, but also damaging Psi attacks.<br />
Note: Beta 14f has removed shredding effect from damaging psi attacks. Verify?<br />
<br />
'''Divide and Conquer.'''<br><br />
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. <br />
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'''S.H.I.V all the things.'''<br><br />
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. A S.H.I.V does not suffer from fatigue either. If you want to try and take all the missions that the game throws at you, having a large contingent of S.H.I.Vs is almost a requirement. <br />
<br />
'''Battle Scanners.'''<br><br />
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.<br />
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'''Grenades first.'''<br><br />
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.<br />
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'''Meld doesn't matter.'''<br><br />
While not true, it is not worth potentially losing valuable soldiers to recover it. If it's in a good place to grab, then by all means. If not don't waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don't worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.2 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide slightly higher fractional meld. <br><br />
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it's making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act.<br />
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'''Explosive Terror solutions'''<br><br />
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.<br />
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'''Cover, cover, cover!'''<br><br />
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.<br />
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'''A plethora of specimens.'''<br><br />
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request.<br />
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'''Knowing is half the battle!'''<br><br />
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.<br />
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'''Block the exit!'''<br><br />
A soldier can effectively "lock" a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be "locked" by standing at the top of them; this can be effective for blocking berserkers.<br />
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'''Aliens don't like being flanked.'''<br><br />
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn.<br />
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'''Supression, Flashbangs, Overwatch and You.'''<br><br />
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots. Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, cloaking, and flashbangs will cancel Suppression.<br />
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'''Drones and their lack of programming.'''<br><br />
Drones cannot overwatch, nor can they go through closed doors. <br />
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'''Cyberdicks.''' <br><br />
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.<br />
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'''Outsiders.'''<br><br />
They can't climb ladders and have no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.<br />
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'''Seekers.'''<br><br />
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can't strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them.<br />
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'''MECs''' <br><br />
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with "one for all" without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. <br />
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The KSM does not work with "In The Zone", but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.<br />
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'''Flush mechanics.'''<br><br />
The 50% damage reduction from the perk "flush" is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.<br />
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'''LOS'''<br><br />
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight.<br />
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'''Chemically assisted capture.'''<br><br />
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will still move because the AI doesn't take into account the extra shredded damage; thus the alien may move to its death. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).<br />
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'''Capturing Aliens.'''<br><br />
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.<br />
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'''End Game Armor'''<br><br />
Don't just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade 2 hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers.<br />
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'''Ethereal Tactics.'''<br><br />
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). <br />
Things that reduce the damage of Psi Lance and Rift: <br><br />
1) Every form of DR including cover.<br><br />
2) Every 10 points of soldier's will reduce damage by 1.<br><br />
3) Combat drugs reduce it by 2.<br><br />
4) Psi inspiration reduce it by 3.<br><br />
5) Mind merge reduces it by 2.5 (will scale in Beta 14)<br><br />
<br><br />
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Disabling shot will eliminate the ability to use Psi lance for a turn. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Missions_(Long_War)&diff=61953Missions (Long War)2014-11-28T17:05:04Z<p>Darkstelios: </p>
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<div>When a mission appears in the situation room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions. These durations are as followed. Abduction: 15hrs, UFO Crash: 36hrs, UFO Landed: 15hrs and Terror: 24hrs. For standard missions with a landing zone, many additional landing zones have been added.<br />
<br />
==Standard Missions==<br />
===Alien Missions===<br />
====Alien Abductions====<br />
Alien Abductions are generated by landing UFOs - the UFO will disappear and be replaced by an abduction site that you can respond to, even if you don't have that country covered and didn't detect the incoming UFO. Shooting down the UFO before it lands will, naturally, prevent the abduction being generated. Due to the different format, abductions will only affect one country at a time and you no longer have to choose. The reward for abductions is always credits. Skipping or failing an abduction mission will result in increased panic in the affected country (+25) and continent (+20 in all difficulties but normal). Thwarting an abduction will decrease panic by 2 in the country saved.<br />
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====UFO Crash Site====<br />
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO--- however, a crashed UFO is now even more likely to have destroyed artifacts. In fact, after the first round, you will more often than not hear the UFO's Elerium Generators exploding. Be forewarned some UFOs are crewed by elite crews; these will have a large number of strong aliens defending them. UFO crash sites are determined by a few factors, if a UFO is shot down at a high altitude, the chance for a UFO being destroyed outright is higher. The lower the altitude, the higher the chance of a crash site. In the off chance that a UFO is shot down from high orbit, there is a higher chance for valuable equipment to be destroyed when your troops arrive.<br />
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====UFO Landing Site====<br />
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO's altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to ''let'' low-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact computers and generators. On the other hand, the landing UFO might generate an abduction instead, in which case you lose the salvage you'd get from a crash site. Successfully assaulting a landed UFO will also stop the alien mission from being completed. Be warned some UFOs are crewed by elite crews; these will have a large number of strong aliens defending them.<br />
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Note that in either Crashes or Landings, the CO pod of aliens will now rarely, if ever, be on the bridge (and for the Small Scout, it might be 'slightly outside'). This is so you won't know exactly where this pod is, and thus won't be able to prepare a blitzkreig to take it out.<br />
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====Terror Site====<br />
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Unlike vanilla, every civilian lost will increase panic in the country (+2) and continent (+1). Terror missions are generated by UFOs, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site. Failing or ignoring a terror mission will cause the targeted country to leave the project immediately, and will increase panic in the surrounding continent by 20.<br />
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====XCOM Base Defence====<br />
This mission type makes a return. When the aliens have high resources AND consider you a high threat they will come for your base. Your base is assaulted by a UFO, which you can see coming (typically a NOE altitude [[UFOs (Long War)#Assault Carrier|Assault Carrier]] in your home country making a bee-line for your base) and can shoot down, but it's extremely difficult. Like vanilla, you'll get the top 6 soldiers on your roster in this mission. Fatigued soldiers will still be fielded, but any wounded, psi testing, etc. soldiers will not. Try to spot the assault coming and quickly equip those soldiers. You'll also get the regular complement of Blueshirts, but armed with a random pair of items, which may be HE grenades, AP grenades, flashbangs, medikits, etc.<br />
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The format of the mission is similar to [[XCOM Base Defense (EU2012)|the vanilla version]], the aliens will drop in to the command center, followed by flyers in the back and drops in to the mech bay and two waves in the forward access tunnels. Expect this mission to be very difficult, though the forces deployed can vary wildly based on RNG.<br />
<br />
Failing this mission does not mean the end of XCOM, however it is extremely damaging. Besides losing your top soldiers in combat, the aliens will ransack your base, killing engineers and scientists and destroying cash, meld and other currency before regular military arrive and bail you out. This mission can happen multiple times in a game. If you succeed, any surviving Blueshirts will join your roster.<br />
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====XCOM Interceptor Defence====<br />
In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only Interceptor bay. This mission must be completed to avoid severe damage or destruction of your interceptors.<br />
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===Council Missions===<br />
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. For example, the Site Recon mission has number of free-roaming Chryssalids. Keep an eye on your ammo. Airdrop spawns may be random, and include enemies other than Thin Men.<br />
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Mission objectives have not changed from vanilla XCOM Enemy Unknown/Within. Rescuing Peter Van Doorn will add him to your roster as a gunner. Just remember that it's not fair if he has all the fun.<br />
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===EXALT===<br />
====Covert Data Recovery====<br />
These missions are similar to their vanilla equivalent. You field a full squad and defend an encoder and transmitter. Comm arrays are available for your covert operative to hack. This mission will give a cash reward, and a bonus if the encoder is protected as well.<br />
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====Covert Extraction====<br />
In this mission type you are limited to only 4 soldiers and your covert operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your covert operative to the arrays, hack them and get out fast. Cash reward on completion.<br />
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====Exalt Base Assault====<br />
This mission is considerably tougher than it is in vanilla. The EXALT base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.<br />
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Long War makes a tweak to the hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to avoid the final "discover" step on the EXALT base until you're ready to assault it to avoid this behaviour triggering constantly even though you don't want it.<br />
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Raiding the EXALT base will grant substantial resource rewards, and decrease panic around the continent by 5.<br />
<br />
==Essential Missions==<br />
====Alien Base Assault====<br />
Like in vanilla, story progression is nearly the same. But in the Long War, you will immediately lose 1 country on the first month, as the base is auto-generated at this time. Progress as normal to be able to develop the Skeleton Key, and then place a satellite over that country (or any others you lose along the way: they will also spawn bases) to locate it. Expect 4-5 large-numbered pods to appear in the first room alone. With that in mind, you may want to either take your first Assault as soon as possible, as to face weaker aliens, and/or after buying both Squad upgrades and the Super Skyranger Foundry project for the added soldiers and firepower. That way, even if you do lose more countries, but don't want to risk soldiers attacking another Base, at least you can still progress with the storyline. <br />
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Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon, so this isn't necessarily the best place to capture one like it is in vanilla.<br />
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Long War makes a tweak to the hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to delay putting a satellite over an alien country until you're ready to assault it to avoid this behaviour triggering constantly even though you don't want it.<br />
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Raiding the alien base reduce panic in the country by 20, revert it to the Council, and drop panic around the continent by 5.<br />
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====Overseer Crash Site====<br />
Also like vanilla, mostly the same, but also with the same difference: you may encounter mutliple Overseer UFOs throughout a campaign. Possibly the only UFO where the CO pod is in the usual spot.<br />
<br />
====Temple Ship Assault====<br />
It's been a lengthy journey, but the end of the Long War is in sight!<br />
<br />
The Temple Ship is near-identical to in vanilla: same enemy composition and positions as Enemy Within/Unknown, albeit with ''vastly'' increased health, stats, and gene mods (aand size, for that extra player intimidation factor). If you've survived EXALT and an Alien Base or two, you should be fine. At the end of the brutal road, in the Ethereal Cathedral awaits the Uber Ethereal, Lord of the alien collective. On the easiest difficulty alone, he has 80 HP, and about 300 Will.<br />
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Good luck, Commander.<br />
<br />
[[Category: Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&diff=61950Air Combat (Long War)2014-11-28T16:17:07Z<p>Darkstelios: </p>
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<div>{{CheckOutdated (Long War)|b14}}<br />
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You' will need to cycle your craft regularly (like your soldiers), as UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get 'critical hits', with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.<br />
<br />
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event, and it's more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.<br />
<br />
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth's skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. <br />
<br />
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is more than enough to spoil their plans. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. Those effects signify that UFO sustained enough damage to prevent it from completing its mission such as an Anti-Satellite hunt mission as one example. Note however that you still have a chance to prevent the UFO's mission while doing less than 50% damage, which works as an increasing percentile chance (UFO abort mission chance: 0% at full health, 100% at 50% health)<br />
<br />
<br />
===UFO Types===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="10%" align="left" | UFO Type <br />
! width="3%" align="left" | Durability<br />
! width="3%" align="left" | Armor<br />
! width="60%" align="left" colspan="1"| Description <br />
|-<br />
|'''Scout'''<div style="background:#333333">[[Image: UFO-Analysis_Scout.png|center|128x64px]]</div> || Low || None || The speedy Scout-class UFO is fortunately within Earth's native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. <br />
|-<br />
|'''Raider'''<div style="background:#333333">[[Image: UFO-Analysis_Raider.png|center|128x64px]]</div> || Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.<br />
|-<br />
|'''Fighter'''<div style="background:#333333">[[Image: UFO-Analysis_Fighter.png|center|128x64px]]</div> || Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.<br />
|-<br />
|'''Destroyer'''<div style="background:#333333">[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]</div> || Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.<br />
|-<br />
| '''Abductor''' <div style="background:#333333">[[Image: UFO-Analysis_Abductor.png|center|128x64px]]</div>|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. <br />
|-<br />
|'''Harvester'''<div style="background:#333333">[[Image: UFO-Analysis_Harvester.png|center|128x64px]]</div> || High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.<br />
|-<br />
|'''Transport'''<div style="background:#333333">[[Image: UFO-Analysis_Transport.png|center|128x64px]]</div> || Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. <br />
|-<br />
|'''Terror Ship'''<div style="background:#333333">[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]</div> || Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.<br />
|-<br />
|'''Assault Carrier'''<div style="background:#333333">[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]</div> || Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister's firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. <br />
|-<br />
|'''Battleship'''<div style="background:#333333">[[Image: UFO-Analysis_Battleship.png|center|128x64px]]</div> || Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. <br />
|-<br />
|'''Overseer'''<div style="background:#333333">[[Image: UFO-Analysis_Overseer.png|center|128x64px]]</div> || High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.<br />
|}<br />
<br />
<br />
Air-to-air weapons now have two damage statistics - Damage and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn't high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.<br />
<br />
When launching you can set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO, Balanced plays out like normal, and Defensive gives -15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the auto-hit consumable when defensive.<br />
<br />
UFOs can fly at three altitudes: "High", "Low" and "NOE" ("Nap of the Earth,"). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites.<br />
<br />
The LW mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. This will most commonly be the case for high altitude UFOs, as the fall from sub-orbital flight will demolish almost all other material of use from a crash.<br />
<br />
Satellite-hunting UFOs can be dissuaded by damaging them, even if you can't shoot them down. A satellite hunting UFO has a chance to shoot down your satellite at the completion of its mission based on its damage level, 100% chance at 100% HP down to 0% chance at 50% HP (further modified by the Stealth Satellites upgrade), so any damage you can do to a satellite hunter could save your satellite.<br />
<br />
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.<br />
<br />
Lastly, there are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. The three consumables remain, but with Aim being built from Floater corpses (so you may want to keep a good number on hand, at least to help your less experienced pilots), the Boost device from Drone wrecks, and the useful Dodge module being limited by how many Cyberdiscs you can encounter and destroy.<br />
<br />
As you progress, each type of UFO's statistics also increase, from general 'health' to firing rates, as to keep you on your toes; so don't expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut "UFO X can be brought down by Interceptor Y" table. As such, the Long War's [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.<br />
<br />
[[Category: Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Tactics_(Long_War)&diff=61367Tactics (Long War)2014-11-17T08:53:29Z<p>Darkstelios: /* General Advice & Tips */</p>
<hr />
<div><br />
<br />
=General Advice & Tips=<br />
<br />
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.<br />
<br />
<br />
'''Exalt Missions: Tips & Tactics.'''<br><br />
1) It is usually easier to guard the transmitter rather than the encoder. If Exalt spawn near the encoder and rush it from the beginning, don't risk your troops to rush it too. Just converge at the transmitter for a last stand.<br><br />
2) Blow up all cover at encoder or transmitter. Exalt are dumb enough to rush into that area and stay in the open.<br><br />
3) Consider using engineers as operatives for extra grenade spamming. As the operative cannot carry a main weapon, it is one of the few classes not hindered by this mechanic, as their main damage source (grenades) can still be equipped. Assaults may also be useful for dashing hacks (use Run N Gun).<br><br />
4) You can hack relays to disable exalt weapons until they reload. Try and keep your operative in range to hack one in case you get overrun. Note however that this may backfire, as Exalt may end up using rockets and grenades in their turn.<br><br />
5) On Exalt missions where you need to hack 2 relays, Exalt reinforcements spawn when the operative is in position to hack a relay (a.k.a when he moves right next to it), and not when he actually hacks it. You may find it easier by not hacking the relay on that turn and wait for the reinforcements to spawn. As they will usually enter overwatch, you can proceed to hack the relay on the next turn, effectively disabling overwatch fire, ass well as their weapons until reload. They are much easier to deal with this way.<br />
<br />
'''Chatter on the Wind'''<br><br />
Every two turns your soldiers will "hear" the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no sound during this reveal are outsiders.<br />
<br />
'''Scatter Control'''<br/><br />
When aiming a rocket, try to at least double the expected scatter. Your rocket has a 95% chance of landing within a circle of that distance, although it's more likely to hit closer to the center.<br />
<br />
'''Medics: They aren't useless'''<br><br />
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you'll be glad that you have them with you. <br />
<br />
'''Shreddin' Assaults'''<br><br />
Assaults have a small item that confers "shredded" to any enemies hit. This applies not just to shots from guns, but also damaging Psi attacks.<br />
Note: Beta 14f has removed shredding effect from damaging psi attacks. Verify?<br />
<br />
'''Divide and Conquer.'''<br><br />
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. <br />
<br />
'''S.H.I.V all the things.'''<br><br />
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. A S.H.I.V does not suffer from fatigue either. If you want to try and take all the missions that the game throws at you, having a large contingent of S.H.I.Vs is almost a requirement. <br />
<br />
'''Battle Scanners.'''<br><br />
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.<br />
<br />
'''Grenades first.'''<br><br />
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.<br />
<br />
'''Meld doesn't matter.'''<br><br />
While not true, it is not worth potentially losing valuable soldiers to recover it. If it's in a good place to grab, then by all means. If not don't waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don't worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.2 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide slightly higher fractional meld. <br><br />
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it's making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act.<br />
<br />
'''Explosive Terror solutions'''<br><br />
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.<br />
<br />
'''Cover, cover, cover!'''<br><br />
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.<br />
<br />
'''A plethora of specimens.'''<br><br />
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request.<br />
<br />
'''Knowing is half the battle!'''<br><br />
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.<br />
<br />
'''Block the exit!'''<br><br />
A soldier can effectively "lock" a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be "locked" by standing at the top of them; this can be effective for blocking berserkers.<br />
<br />
'''Aliens don't like being flanked.'''<br><br />
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn.<br />
<br />
'''Supression, Flashbangs, Overwatch and You.'''<br><br />
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots. Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, cloaking, and flashbangs will cancel Suppression.<br />
<br />
'''Drones and their lack of programming.'''<br><br />
Drones cannot overwatch, nor can they go through closed doors. <br />
<br />
'''Cyberdicks.''' <br><br />
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.<br />
<br />
'''Outsiders.'''<br><br />
They can't climb ladders and have no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.<br />
<br />
'''Seekers.'''<br><br />
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can't strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them.<br />
<br />
'''MECs''' <br><br />
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with "one for all" without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. <br />
<br />
The KSM does not work with "In The Zone", but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.<br />
<br />
'''Flush mechanics.'''<br><br />
The 50% damage reduction from the perk "flush" is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.<br />
<br />
'''LOS'''<br><br />
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight.<br />
<br />
'''Chemically assisted capture.'''<br><br />
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will still move because the AI doesn't take into account the extra shredded damage; thus the alien may move to its death. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).<br />
<br />
'''Capturing Aliens.'''<br><br />
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.<br />
<br />
'''End Game Armor'''<br><br />
Don't just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade 2 hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers.<br />
<br />
'''Ethereal Tactics.'''<br><br />
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). <br />
Things that reduce the damage of Psi Lance and Rift: <br><br />
1) Every form of DR including cover.<br><br />
2) Every 10 points of soldier's will reduce damage by 1.<br><br />
3) Combat drugs reduce it by 2.<br><br />
4) Psi inspiration reduce it by 3.<br><br />
5) Mind merge reduces it by 2.5 (will scale in Beta 14)<br><br />
<br><br />
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Disabling shot will eliminate the ability to use Psi lance for a turn. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Tactics_(Long_War)&diff=61366Tactics (Long War)2014-11-17T08:53:14Z<p>Darkstelios: /* General Advice & Tips */</p>
<hr />
<div><br />
<br />
=General Advice & Tips=<br />
<br />
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.<br />
<br />
<br />
'''Exalt Missions: Tips & Tactics.'''<br><br />
1) It is usually easier to guard the transmitter rather than the encoder. If Exalt spawn near the encoder and rush it from the beginning, don't risk your troops to rush it too. Just converge at the transmitter for a last stand.<br><br />
2) Blow up all cover at encoder or transmitter. Exalt are dumb enough to rush into that area and stay in the open.<br><br />
3) Consider using engineers as operatives for extra grenade spamming. As the operative cannot carry a main weapon, it is one of the few classes not hindered by this mechanic, as their main damage source (grenades) can still be equipped. Assaults may also be useful for dashing hacks (use Run N Gun).<br><br />
4) You can hack relays to disable exalt weapons until they reload. Try and keep your operative in range to hack one in case you get overrun. Note however that this may backfire, as Exalt may end up using rockets and grenades in their turn.<br><br />
5) On Exalt missions where you need to hack 2 relays, Exalt reinforcements spawn when the operative is in position to hack a relay (a.k.a when he moves right next to it), and not when he actually hacks it. You may find it easier by not hacking the relay on that turn and wait for the reinforcements to spawn. As they will usually enter overwatch, you can proceed to hack the relay on the next turn, effectively disabling overwatch fire. ass well as their weapons until reload. They are much easier to deal with this way.<br />
<br />
'''Chatter on the Wind'''<br><br />
Every two turns your soldiers will "hear" the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no sound during this reveal are outsiders.<br />
<br />
'''Scatter Control'''<br/><br />
When aiming a rocket, try to at least double the expected scatter. Your rocket has a 95% chance of landing within a circle of that distance, although it's more likely to hit closer to the center.<br />
<br />
'''Medics: They aren't useless'''<br><br />
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you'll be glad that you have them with you. <br />
<br />
'''Shreddin' Assaults'''<br><br />
Assaults have a small item that confers "shredded" to any enemies hit. This applies not just to shots from guns, but also damaging Psi attacks.<br />
Note: Beta 14f has removed shredding effect from damaging psi attacks. Verify?<br />
<br />
'''Divide and Conquer.'''<br><br />
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. <br />
<br />
'''S.H.I.V all the things.'''<br><br />
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. A S.H.I.V does not suffer from fatigue either. If you want to try and take all the missions that the game throws at you, having a large contingent of S.H.I.Vs is almost a requirement. <br />
<br />
'''Battle Scanners.'''<br><br />
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.<br />
<br />
'''Grenades first.'''<br><br />
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.<br />
<br />
'''Meld doesn't matter.'''<br><br />
While not true, it is not worth potentially losing valuable soldiers to recover it. If it's in a good place to grab, then by all means. If not don't waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don't worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.2 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide slightly higher fractional meld. <br><br />
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it's making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act.<br />
<br />
'''Explosive Terror solutions'''<br><br />
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.<br />
<br />
'''Cover, cover, cover!'''<br><br />
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.<br />
<br />
'''A plethora of specimens.'''<br><br />
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request.<br />
<br />
'''Knowing is half the battle!'''<br><br />
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.<br />
<br />
'''Block the exit!'''<br><br />
A soldier can effectively "lock" a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be "locked" by standing at the top of them; this can be effective for blocking berserkers.<br />
<br />
'''Aliens don't like being flanked.'''<br><br />
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn.<br />
<br />
'''Supression, Flashbangs, Overwatch and You.'''<br><br />
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots. Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, cloaking, and flashbangs will cancel Suppression.<br />
<br />
'''Drones and their lack of programming.'''<br><br />
Drones cannot overwatch, nor can they go through closed doors. <br />
<br />
'''Cyberdicks.''' <br><br />
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.<br />
<br />
'''Outsiders.'''<br><br />
They can't climb ladders and have no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.<br />
<br />
'''Seekers.'''<br><br />
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can't strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them.<br />
<br />
'''MECs''' <br><br />
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with "one for all" without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. <br />
<br />
The KSM does not work with "In The Zone", but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.<br />
<br />
'''Flush mechanics.'''<br><br />
The 50% damage reduction from the perk "flush" is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.<br />
<br />
'''LOS'''<br><br />
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight.<br />
<br />
'''Chemically assisted capture.'''<br><br />
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will still move because the AI doesn't take into account the extra shredded damage; thus the alien may move to its death. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).<br />
<br />
'''Capturing Aliens.'''<br><br />
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.<br />
<br />
'''End Game Armor'''<br><br />
Don't just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade 2 hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers.<br />
<br />
'''Ethereal Tactics.'''<br><br />
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). <br />
Things that reduce the damage of Psi Lance and Rift: <br><br />
1) Every form of DR including cover.<br><br />
2) Every 10 points of soldier's will reduce damage by 1.<br><br />
3) Combat drugs reduce it by 2.<br><br />
4) Psi inspiration reduce it by 3.<br><br />
5) Mind merge reduces it by 2.5 (will scale in Beta 14)<br><br />
<br><br />
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Disabling shot will eliminate the ability to use Psi lance for a turn. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Tactics_(Long_War)&diff=61365Tactics (Long War)2014-11-17T08:51:27Z<p>Darkstelios: </p>
<hr />
<div><br />
<br />
=General Advice & Tips=<br />
<br />
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.<br />
<br />
<br />
'''Exalt Missions: Tips & Tactics.'''<br><br />
1) It is usually easier to guard the transmitter rather than the encoder. If Exalt spawn near the encoder and rush it from the beginning, don't risk your troops to rush it too. Just converge at the transmitter for a last stand.<br><br />
2) Blow up all cover at encoder or transmitter. Exalt are dumb enough to rush into that area and stay in the open.<br><br />
3) Consider using engineers as operatives for extra grenade spamming. As the operative cannot carry a main weapon, it is one of the few classes not hindered by this mechanic, as their main damage source (grenades) can still be equipped. Assaults may also be useful for dashing hacks (use Run N Gun).<br><br />
4) You can hack relays to disable exalt weapons until they reload. Try and keep your operative in range to hack one in case you get overrun. Note however that this may backfire, as Exalt may end up using rockets and grenades in their turn.<br><br />
5) On Exalt missions where you need to hack 2 relays, Exalt reinforcements spawn when the operative is in position to hack a relay (a.k.a when he moves right next to it), and not when he actually hacks it. You may find it easier by not hacking the relay on that turn and wait for the reinforcements to spawn. As they will usually enter overwatch, you can proceed to hack the relay on the next turn, effectively disabling their weapons too. They are much easier to deal with this way.<br />
<br />
'''Chatter on the Wind'''<br><br />
Every two turns your soldiers will "hear" the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no sound during this reveal are outsiders.<br />
<br />
'''Scatter Control'''<br/><br />
When aiming a rocket, try to at least double the expected scatter. Your rocket has a 95% chance of landing within a circle of that distance, although it's more likely to hit closer to the center.<br />
<br />
'''Medics: They aren't useless'''<br><br />
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you'll be glad that you have them with you. <br />
<br />
'''Shreddin' Assaults'''<br><br />
Assaults have a small item that confers "shredded" to any enemies hit. This applies not just to shots from guns, but also damaging Psi attacks.<br />
Note: Beta 14f has removed shredding effect from damaging psi attacks. Verify?<br />
<br />
'''Divide and Conquer.'''<br><br />
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. <br />
<br />
'''S.H.I.V all the things.'''<br><br />
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. A S.H.I.V does not suffer from fatigue either. If you want to try and take all the missions that the game throws at you, having a large contingent of S.H.I.Vs is almost a requirement. <br />
<br />
'''Battle Scanners.'''<br><br />
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.<br />
<br />
'''Grenades first.'''<br><br />
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.<br />
<br />
'''Meld doesn't matter.'''<br><br />
While not true, it is not worth potentially losing valuable soldiers to recover it. If it's in a good place to grab, then by all means. If not don't waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don't worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.2 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide slightly higher fractional meld. <br><br />
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it's making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act.<br />
<br />
'''Explosive Terror solutions'''<br><br />
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.<br />
<br />
'''Cover, cover, cover!'''<br><br />
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.<br />
<br />
'''A plethora of specimens.'''<br><br />
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request.<br />
<br />
'''Knowing is half the battle!'''<br><br />
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.<br />
<br />
'''Block the exit!'''<br><br />
A soldier can effectively "lock" a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be "locked" by standing at the top of them; this can be effective for blocking berserkers.<br />
<br />
'''Aliens don't like being flanked.'''<br><br />
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn.<br />
<br />
'''Supression, Flashbangs, Overwatch and You.'''<br><br />
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots. Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, cloaking, and flashbangs will cancel Suppression.<br />
<br />
'''Drones and their lack of programming.'''<br><br />
Drones cannot overwatch, nor can they go through closed doors. <br />
<br />
'''Cyberdicks.''' <br><br />
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.<br />
<br />
'''Outsiders.'''<br><br />
They can't climb ladders and have no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.<br />
<br />
'''Seekers.'''<br><br />
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can't strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them.<br />
<br />
'''MECs''' <br><br />
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with "one for all" without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. <br />
<br />
The KSM does not work with "In The Zone", but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.<br />
<br />
'''Flush mechanics.'''<br><br />
The 50% damage reduction from the perk "flush" is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.<br />
<br />
'''LOS'''<br><br />
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight.<br />
<br />
'''Chemically assisted capture.'''<br><br />
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will still move because the AI doesn't take into account the extra shredded damage; thus the alien may move to its death. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).<br />
<br />
'''Capturing Aliens.'''<br><br />
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.<br />
<br />
'''End Game Armor'''<br><br />
Don't just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade 2 hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers.<br />
<br />
'''Ethereal Tactics.'''<br><br />
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). <br />
Things that reduce the damage of Psi Lance and Rift: <br><br />
1) Every form of DR including cover.<br><br />
2) Every 10 points of soldier's will reduce damage by 1.<br><br />
3) Combat drugs reduce it by 2.<br><br />
4) Psi inspiration reduce it by 3.<br><br />
5) Mind merge reduces it by 2.5 (will scale in Beta 14)<br><br />
<br><br />
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Disabling shot will eliminate the ability to use Psi lance for a turn. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Tactics_(Long_War)&diff=61364Tactics (Long War)2014-11-17T08:49:35Z<p>Darkstelios: </p>
<hr />
<div><br />
<br />
=General Advice & Tips=<br />
<br />
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.<br />
<br />
<br />
'''Chatter on the Wind'''<br><br />
Every two turns your soldiers will "hear" the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no sound during this reveal are outsiders.<br />
<br />
'''Scatter Control'''<br/><br />
When aiming a rocket, try to at least double the expected scatter. Your rocket has a 95% chance of landing within a circle of that distance, although it's more likely to hit closer to the center.<br />
<br />
'''Medics: They aren't useless'''<br><br />
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you'll be glad that you have them with you. <br />
<br />
'''Shreddin' Assaults'''<br><br />
Assaults have a small item that confers "shredded" to any enemies hit. This applies not just to shots from guns, but also damaging Psi attacks.<br />
Note: Beta 14f has removed shredding effect from damaging psi attacks. Verify?<br />
<br />
'''Divide and Conquer.'''<br><br />
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. <br />
<br />
'''S.H.I.V all the things.'''<br><br />
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. A S.H.I.V does not suffer from fatigue either. If you want to try and take all the missions that the game throws at you, having a large contingent of S.H.I.Vs is almost a requirement. <br />
<br />
'''Battle Scanners.'''<br><br />
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.<br />
<br />
'''Grenades first.'''<br><br />
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.<br />
<br />
'''Meld doesn't matter.'''<br><br />
While not true, it is not worth potentially losing valuable soldiers to recover it. If it's in a good place to grab, then by all means. If not don't waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don't worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.2 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide slightly higher fractional meld. <br><br />
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it's making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act.<br />
<br />
'''Explosive Terror solutions'''<br><br />
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.<br />
<br />
'''Cover, cover, cover!'''<br><br />
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.<br />
<br />
'''A plethora of specimens.'''<br><br />
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request.<br />
<br />
'''Knowing is half the battle!'''<br><br />
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.<br />
<br />
'''Block the exit!'''<br><br />
A soldier can effectively "lock" a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be "locked" by standing at the top of them; this can be effective for blocking berserkers.<br />
<br />
'''Aliens don't like being flanked.'''<br><br />
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn.<br />
<br />
'''Supression, Flashbangs, Overwatch and You.'''<br><br />
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots. Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, cloaking, and flashbangs will cancel Suppression.<br />
<br />
'''Drones and their lack of programming.'''<br><br />
Drones cannot overwatch, nor can they go through closed doors. <br />
<br />
'''Cyberdicks.''' <br><br />
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.<br />
<br />
'''Outsiders.'''<br><br />
They can't climb ladders and have no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.<br />
<br />
'''Seekers.'''<br><br />
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can't strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them.<br />
<br />
'''MECs''' <br><br />
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with "one for all" without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. <br />
<br />
The KSM does not work with "In The Zone", but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.<br />
<br />
'''Flush mechanics.'''<br><br />
The 50% damage reduction from the perk "flush" is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.<br />
<br />
'''LOS'''<br><br />
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight.<br />
<br />
'''Chemically assisted capture.'''<br><br />
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will still move because the AI doesn't take into account the extra shredded damage; thus the alien may move to its death. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).<br />
<br />
'''Capturing Aliens.'''<br><br />
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.<br />
<br />
'''End Game Armor'''<br><br />
Don't just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade 2 hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers.<br />
<br />
'''Exalt Tips.'''<br><br />
1) It is usually easier to guard the transmitter rather than the encoder. If Exalt spawn near the encoder and rush it from the beginning, don't risk your troops to rush it too. Just converge at the transmitter for a last stand.<br />
2) Blow up all cover at encoder or transmitter. Exalt are dumb enough to rush into that area and stay in the open.<br />
3) Consider using engineers as operatives for extra grenade spamming. As the operative cannot carry a main weapon, it is one of the few classes not hindered by this mechanic, as their main damage source (grenades) can still be equipped. Assaults may also be useful for dashing hacks (use Run N Gun).<br />
4) You can hack relays to disable exalt weapons until they reload. Try and keep your operative in range to hack one in case you get overrun. Note however that this may backfire, as Exalt may end up using rockets and grenades in their turn.<br />
4) On Exalt missions where you need to hack 2 relays, Exalt reinforcements spawn when the operative is in position to hack a relay (a.k.a when he moves right next to it), and not when he actually hacks it. You may find it easier by not hacking the relay on that turn and wait for the reinforcements to spawn. As they will usually enter overwatch, you can proceed to hack the relay on the next turn, effectively disabling their weapons too. They are much easier to deal with this way.<br />
<br />
'''Ethereal Tactics.'''<br><br />
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). <br />
Things that reduce the damage of Psi Lance and Rift: <br><br />
1) Every form of DR including cover.<br><br />
2) Every 10 points of soldier's will reduce damage by 1.<br><br />
3) Combat drugs reduce it by 2.<br><br />
4) Psi inspiration reduce it by 3.<br><br />
5) Mind merge reduces it by 2.5 (will scale in Beta 14)<br><br />
<br><br />
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Disabling shot will eliminate the ability to use Psi lance for a turn. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Tactics_(Long_War)&diff=61363Tactics (Long War)2014-11-17T08:39:27Z<p>Darkstelios: </p>
<hr />
<div><br />
<br />
=General Advice & Tips=<br />
<br />
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.<br />
<br />
<br />
'''Chatter on the Wind'''<br><br />
Every two turns your soldiers will "hear" the enemy movement beyond your line of sight. The directional indicator you are shown points to the CLOSEST enemies to your soldiers. The only aliens that make no sound during this reveal are outsiders.<br />
<br />
'''Scatter Control'''<br/><br />
When aiming a rocket, try to at least double the expected scatter. Your rocket has a 95% chance of landing within a circle of that distance, although it's more likely to hit closer to the center.<br />
<br />
'''Medics: They aren't useless'''<br><br />
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you'll be glad that you have them with you. <br />
<br />
'''Shreddin' Assaults'''<br><br />
Assaults have a small item that confers "shredded" to any enemies hit. This applies not just to shots from guns, but also damaging Psi attacks.<br />
Note: Beta 14f has removed shredding effect from damaging psi attacks. Verify?<br />
<br />
'''Divide and Conquer.'''<br><br />
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. <br />
<br />
'''S.H.I.V all the things.'''<br><br />
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. A S.H.I.V does not suffer from fatigue either. If you want to try and take all the missions that the game throws at you, having a large contingent of S.H.I.Vs is almost a requirement. <br />
<br />
'''Battle Scanners.'''<br><br />
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.<br />
<br />
'''Grenades first.'''<br><br />
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.<br />
<br />
'''Meld doesn't matter.'''<br><br />
While not true, it is not worth potentially losing valuable soldiers to recover it. If it's in a good place to grab, then by all means. If not don't waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don't worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 0.2 alien corpse brought home from a mission (rounded down). Mechtoid and floater/H.floater corpses also provide slightly higher fractional meld. <br><br />
Rushing the meld canisters can be risky, one strategy is to get in sight of the meld canister and then wait and see what kind of sound it's making. Meld canisters only expire the turn after they are chirping at a frequency of approximately 1/sec (once per second). Listening to the canisters can thus help you gauge how aggressively you need to act.<br />
<br />
'''Explosive Terror solutions'''<br><br />
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine. A MEC with a flamethrower is the mother of all chryssalid fears, consider moving MECs near the end of your turn if you know chryssalids are on the map.<br />
<br />
'''Cover, cover, cover!'''<br><br />
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.<br />
<br />
'''A plethora of specimens.'''<br><br />
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request.<br />
<br />
'''Knowing is half the battle!'''<br><br />
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.<br />
<br />
'''Block the exit!'''<br><br />
A soldier can effectively "lock" a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be "locked" by standing at the top of them; this can be effective for blocking berserkers.<br />
<br />
'''Aliens don't like being flanked.'''<br><br />
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn.<br />
<br />
'''Supression, Flashbangs, Overwatch and You.'''<br><br />
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook available on various armors will not trigger overwatch shots. Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up on suppression). The suppressor taking any damage, cloaking, and flashbangs will cancel Suppression.<br />
<br />
'''Drones and their lack of programming.'''<br><br />
Drones cannot overwatch, nor can they go through closed doors. <br />
<br />
'''Cyberdicks.''' <br><br />
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.<br />
<br />
'''Outsiders.'''<br><br />
They can't climb ladders and have no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.<br />
<br />
'''Seekers.'''<br><br />
Seekers can only strangle from a decloak by being landed (i.e. no flying defense bonus) on an open tile in one of the 4 main directions of tiles (no diagonals). They seem to preferentially seek out soldiers that are separated from your crew (snipers usually), assaults, and gunners. Seekers ALWAYS know where every member of your team is, they cheat. A decloaking seeker, whether they are attacking or whether you threw a battle scanner, will trigger close combat specialist. Thus, one way to deal with seekers sans battle scanner is to surround an assault with other members of your team so that the seekers can't strangle the assault; when they try to strangle anyone else, the assault trips close combat spec on every seeker that attacks and hopefully kills all of them.<br />
<br />
'''MECs''' <br><br />
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with "one for all" without breaking the ability. Restorative mist will not stabilize a critically wounded soldier. Proximity mines can be automatically detonated by any other explosive going off with the mine inside the explosive radius. The kinetic strike module can be used to punch through any destructible environment elements; use it to make artificial holes in UFOs. <br />
<br />
The KSM does not work with "In The Zone", but the KSM and electro pulse do get damage increases with HEAT ammo (important for goliaths). MECs cannot be strangled and possess partial immunity to acid.<br />
<br />
'''Flush mechanics.'''<br><br />
The 50% damage reduction from the perk "flush" is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.<br />
<br />
'''LOS'''<br><br />
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight.<br />
<br />
'''Chemically assisted capture.'''<br><br />
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will still move because the AI doesn't take into account the extra shredded damage; thus the alien may move to its death. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).<br />
<br />
'''Capturing Aliens.'''<br><br />
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.<br />
<br />
'''End Game Armor'''<br><br />
Don't just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade 2 hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers.<br />
<br />
'''Ethereal Tactics.'''<br><br />
Ethereals cannot overwatch. Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). <br />
Things that reduce the damage of Psi Lance and Rift: <br><br />
1) Every form of DR including cover.<br><br />
2) Every 10 points of soldier's will reduce damage by 1.<br><br />
3) Combat drugs reduce it by 2.<br><br />
4) Psi inspiration reduce it by 3.<br><br />
5) Mind merge reduces it by 2.5 (will scale in Beta 14)<br><br />
<br><br />
Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Disabling shot will eliminate the ability to use Psi lance for a turn. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower. While mind controlling an ethereal will grant rift, in the final mission the volunteer will get rift anyway.</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Jaeger_(Long_War)&diff=61357Jaeger (Long War)2014-11-17T07:52:41Z<p>Darkstelios: </p>
<hr />
<div>{{CheckOutdated (Long War)|b14}}<br />
MEC variant of the Sniper class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (better even than a Sniper), and a plethora of offensive perks to increase damage. Jaegers' main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{Vital Point Targeting (Long War) |text=1}}<br />
|SpecialistE1=''''<br />
|LCorporal1={{Damn Good Ground (Long War) |text=1}}<br />
|LCorporal2={{Sharpshooter (Long War) |text=1}}<br />
|LCorporal3={{Platform Stability (Long War) |text=1}}<br />
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE3=''Aim: 0 Will: 0 Mob: 0''<br />
|Corporal1={{Aggression (Long War) |text=1}}<br />
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}<br />
|Corporal3={{Flush (Long War) |text=1}}<br />
|CorporalE1=''Aim: 2 Will: 0 Mob: 0''<br />
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE3=''Aim: 1 Will: 0 Mob: 0''<br />
|Sergeant1={{Squadsight (Long War) |text=1}}<br />
|Sergeant2={{Ranger (Long War) |text=1}}<br />
|Sergeant3={{Jetboot Module (Long War) |text=1}}<br />
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE3=''Aim: 0 Will: 0 Mob: 1''<br />
|TechSgt1={{Lone Wolf (Long War) |text=1}}<br />
|TechSgt2={{Executioner (Long War) |text=1}}<br />
|TechSgt3={{Damage Control (Long War) |text=1}}<br />
|TechSgtE1=''Aim: 2 Will: 0 Mob: 0''<br />
|TechSgtE2=''Aim: 2 Will: 0 Mob: 0''<br />
|TechSgtE3=''Aim: 0 Will: 2 Mob: 0''<br />
|GunSgt1={{Advanced Fire Control (Long War) |text=1}}<br />
|GunSgt2={{Bring Em On (Long War) |text=1}}<br />
|GunSgt3={{Shredder Ammo (Long War) |text=1}}<br />
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgt1={{In The Zone (Long War) |text=1}}<br />
|MSgt2={{Absorption Fields (Long War) |text=1}}<br />
|MSgt3={{Light Em Up (Long War) |text=1}}<br />
|MSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 0 || 0 || 7 || 7<br />
|-<br />
|Lance Corporal|| 0 || 0 || 4 || 11<br />
|-<br />
|Corporal|| 1 || 1 || 4 || 15<br />
|-<br />
|Sergeant|| 0 || 1 || 4 || 19<br />
|-<br />
|Tech Sergeant|| 0 || 1 || 4 || 23<br />
|-<br />
|Gunnery Sergeant|| 0 || 1 || 4 || 27<br />
|-<br />
|Master Sergeant|| 1 || 2 || 7 || 34<br />
|}<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]<br />
[[Category: MECs (Long War)]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Jaeger_(Long_War)&diff=61356Jaeger (Long War)2014-11-17T07:45:54Z<p>Darkstelios: </p>
<hr />
<div>{{CheckOutdated (Long War)|b13}}<br />
MEC variant of the Sniper class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (better even than a Sniper), and a plethora of offensive perks to increase damage. Jaegers' main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets whose species have been autopsied.''<br />
|SpecialistE1=''''<br />
|LCorporal1=[[File:SNIPER_DGG.png|32px|center]]'''Damn Good Ground'''<br/>''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).''<br />
|LCorporal2=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''+10% crit, and +10 hit against enemies in full cover.''<br />
|LCorporal3=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]'''Platform Stability'''<br/>''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE3=''Aim: 0 Will: 0 Mob: 0''<br />
|Corporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|Corporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction.''<br />
|Corporal3=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''<br />
|CorporalE1=''Aim: 2 Will: 0 Mob: 0''<br />
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE3=''Aim: 1 Will: 0 Mob: 0''<br />
|Sergeant1=[[File:SNIPER SQUADSIGHT.png|32px|center]]'''Squadsight'''<br/>''Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range. Extended range weapons (MEC primary weapons, Marksman and Strike Rifle and LMGs) gain roughly 5 extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges except with Marksman's and Strike Rifles.''<br />
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.''<br />
|Sergeant3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE3=''Aim: 0 Will: 0 Mob: 1''<br />
|TechSgt1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]'''Lone Wolf''' <br/> ''+10 aim and +10% critical chance if you are not within 7 tiles of an allied unit.''<br />
|TechSgt2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 Aim and +10% Crit chance against targets at or below 50% health.''<br />
|TechSgt3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|TechSgtE1=''Aim: 2 Will: 0 Mob: 0''<br />
|TechSgtE2=''Aim: 2 Will: 0 Mob: 0''<br />
|TechSgtE3=''Aim: 0 Will: 2 Mob: 0''<br />
|GunSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|GunSgt3=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns. Rocketeers get a special purpose rocket while a Gunner's LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.''<br />
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgt1={{In The Zone (Long War) |text=1}}<br />
|MSgt2=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|MSgt3=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|MSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 0 || 0 || 7 || 7<br />
|-<br />
|Lance Corporal|| 0 || 0 || 4 || 11<br />
|-<br />
|Corporal|| 1 || 1 || 4 || 15<br />
|-<br />
|Sergeant|| 0 || 1 || 4 || 19<br />
|-<br />
|Tech Sergeant|| 0 || 1 || 4 || 23<br />
|-<br />
|Gunnery Sergeant|| 0 || 1 || 4 || 27<br />
|-<br />
|Master Sergeant|| 1 || 2 || 7 || 34<br />
|}<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]<br />
[[Category: MECs (Long War)]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Goliath_(Long_War)&diff=61355Goliath (Long War)2014-11-17T07:38:53Z<p>Darkstelios: </p>
<hr />
<div>{{CheckOutdated (Long War)|b14}}<br />
MEC variant of the Gunner class. A Goliath is designed to be a human tank. They have the best HP progression of any class in the game and an unsurpassed selection of defensive perks. They have reasonable aim progression, but their selection of offensive perks is a bit lacking.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absorption Fields'''<br>''Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 aim and cannot critically hit this unit''<br />
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage''<br />
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 Defense during first attack in owerwatch, and a half point of damage reduction(meaning one point of damage in a successful attack has a 50% chance of being avoided) ''<br />
|LCorporalE1=''Aim: 0 Will: 2 Mob: 0''<br />
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE3=''Aim: 0 Will: 0 Mob: 0''<br />
|Corporal1=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.''<br />
|Corporal2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''<br />
|Corporal3=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.''<br />
|CorporalE1=''Aim: 0 Will: 1 Mob: 0''<br />
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE3=''Aim: 2 Will: 2 Mob: 0''<br />
|Sergeant1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|Sergeant2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]'''Platform Stability'''<br/>''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
|Sergeant3=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Ammo'''<br/>''Your primary weapon does extra damage to robotic enemies.''<br />
|SergeantE1=''Aim: 0 Will: 2 Mob: 0''<br />
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE3=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience''' <br/> ''Confers immunity to critical hits.''<br />
|TechSgt2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|TechSgt3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''<br />
|TechSgtE1=''Aim: 0 Will: 2 Mob: 0''<br />
|TechSgtE2=''Aim: 2 Will: 0 Mob: 0''<br />
|TechSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|GunSgt3=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Ready For Anything'''<br/>''If the unit fires without moving, it automatically enters overwatch.''<br />
|GunSgtE1=''Aim: 0 Will: 2 Mob: 0''<br />
|GunSgtE2=''Aim: 2 Will: 2 Mob: 0''<br />
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgt1=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.''<br />
|MSgt2=[[File:MEC DAMAGE CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.''<br />
|MSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE2=''Aim: 0 Will: 2 Mob: 0''<br />
|MSgtE3=''Aim: 3 Will: 0 Mob: 0''<br />
}}<br />
<br />
== Tactical Advice ==<br />
'''Intended Role: ''' "Tank"<br />
<br />
With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bullet sponge for the rest of the team. It is the one unit that you would want to take fire from the heavy hitting alien units. With the '''Absorption Fields''' perk as the first perk to be available, The Goliath is able to heavily reduce any damage that it receives. <br />
<br />
With perks like '''Body Shield''', '''Shock- Absorbent Armor''', '''Damage Control''' and ''' Resilience ''' it becomes nigh impossible for aliens to severely hurt the MEC and even if they manage to heavily damage it, the '''Repair Servos''' perk can give it even more survivability, by making it able to repair itself during longer missions.<br />
<br />
The Goliath MEC is the only unit that XCOM has available that can reliably be called a tanking unit, as such it can act as a recon unit for the rest of the team, even though it is hampered by its less than stellar mobility. This is why it is good to use it in conjunction with Scouts and Assaults. Use the Scouts to do recon and the Goliath to have the enemies (hopefully) shoot at it, while the assault can go around for a flank.<br />
<br />
Sadly the enemy isn't actually obliged to shoot at the Goliath, making its tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right in front of them, and instead shoot at a soldier in low cover behind the MEC. In this case, equipping short range, high damage weapons such as Kinetic Strike and/or Flamethrowers can make them regret letting your Goliath run free. You will probably want to strike a balance when building your Goliath between defense and offense/utility, since a purely defensively built Goliath will have little to contribute in the event that the aliens ''don't'' decide to attack it. '''Flush''', '''HEAT Ammo''', '''Collateral Damage''' and '''Packmaster''' are prominent offensive and utility perks. '''Advanced Fire Control''' and '''Ready For Anything''' can let the Goliath lock down aliens with the threat of overwatch.<br />
<br />
It should be noted that even with their high health, damage reducing and self repairing capabilities, they can still die quite easily during the later parts of the campaign. This is why it is a good idea to have an Engineer equipped with an Arc thrower and the '''Repair''' perk, to act as a... well Field Engineer, to increase the survivability of the MEC even more. Another good idea is to give it Alloy belts, which increases its maximum HP.<br />
<br />
The biggest drawback of the Goliath is its rather narrow usability; it has one role which it does extremely well, but it is not as versatile as other MEC classes. Unless you are going to use it for its specific purpose, you might not want to get a Goliath.<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 1 || 2 || 3 || 6<br />
|-<br />
|Corporal|| 1 || 3 || 3 || 9<br />
|-<br />
|Sergeant|| 1 || 4 || 3 || 12<br />
|-<br />
|Tech Sergeant|| 1 || 5 || 3 || 15<br />
|-<br />
|Gunnery Sergeant|| 1 || 6 || 3 || 18<br />
|-<br />
|Master Sergeant|| 1 || 7 || 3 || 21<br />
|}<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:MECs (Long War)]]<br />
[[Category:Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&diff=61354Valkyrie (Long War)2014-11-17T07:37:07Z<p>Darkstelios: </p>
<hr />
<div>{{CheckOutdated (Long War)|b14}}<br />
MEC variant of the Infantry class<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|SpecialistE1=''''<br />
|LCorporal1=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]'''Platform Stability'''<br/>''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
|LCorporal2=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit''<br />
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>'' +15 defense during first attack in overwatch, and half a point of damage reduction. (meaning 1 point for damage has a 50% chance of being negated).''<br />
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE2=''Aim: 0 Will: +2 Mob: 0''<br />
|LCorporalE3=''Aim: 0 Will: 0 Mob: 0''<br />
|Corporal1=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|Corporal2=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|Corporal3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jet Boot Module'''<br/>''When activated confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
|CorporalE1=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE3=''Aim: 0 Will: 0 Mob: +1''<br />
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns.''<br />
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.''<br />
|SergeantE1=''''<br />
|Sergeant3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE3=''Aim: +2 Will: +2 Mob: 0''<br />
|TechSgt1=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''<br />
|TechSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''<br />
|TechSgt3=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|TechSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load''' <br/> ''Primary weapon receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reaload their primary weapon as their first action of the turn without ending the turn.''<br />
|GunSgt2=[[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as damage increases.''<br />
|GunSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets that have been autopsied.''<br />
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE3=''Aim: 0 Will: 0 Mob: +1''<br />
|MSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''Allows two reaction shots during Overwatch, instead of only one.''<br />
|MSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt3=[[File:SNIPER SQUADSIGHT.png|32px|center]]'''Squadsight'''<br/>''Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range. Extended range weapons (MEC primary weapons, Marksman and Strike Rifle and LMGs) gain roughly 5 extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges except with Marksman's and Strike Rifles.''<br />
|MSgtE1=''Aim: +3 Will: 0 Mob: 0''<br />
|MSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 4 || 4<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 7<br />
|-<br />
|Corporal|| 1 || 2 || 3 || 10<br />
|-<br />
|Sergeant|| 0 || 2 || 4 || 14<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 3 || 17<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 3 || 20<br />
|-<br />
|Master Sergeant|| 1 || 4 || 4 || 24<br />
|}<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:MECs (Long War)]]<br />
[[Category:Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Marauder_(Long_War)&diff=61353Marauder (Long War)2014-11-17T07:35:56Z<p>Darkstelios: </p>
<hr />
<div>{{CheckOutdated (Long War)|b14}}<br />
MEC variant of the Assault class. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|SpecialistE1=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|LCorporal2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.''<br />
|LCorporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 aim and cannot critically hit this unit''<br />
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE3=''Aim: 0 Will: 3 Mob: 1''<br />
|Corporal1=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 Aim and +10% Crit chance against targets at or below 50% health.''<br />
|Corporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.''<br />
|Corporal3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
|CorporalE1=''Aim: 4 Will: 2 Mob: 0''<br />
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE3=''Aim: 0 Will: 0 Mob: 1''<br />
|Sergeant1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|Sergeant2=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|Sergeant3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''<br />
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE3=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|TechSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|TechSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''<br />
|TechSgtE1=''Aim: 0 Will: 1 Mob: 0''<br />
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE3=''Aim: 2 Will: 0 Mob: 0''<br />
|GunSgt1=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets whose species have been autopsied.''<br />
|GunSgt2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|GunSgt3=[[File:Hit and Run.png|32px|center]]'''Hit and Run'''<br/>''Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated.''<br />
|GunSgtE1=''Aim: 2 Will: 0 Mob: 0''<br />
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE3=''Aim: 0 Will: 2 Mob: 0''<br />
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|MSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt3=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''<br />
|MSgtE1=''Aim: 2 Will: 0 Mob: 1''<br />
|MSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 2 || 2<br />
|-<br />
|Lance Corporal|| 0 || 1 || 2 || 4<br />
|-<br />
|Corporal|| 1 || 2 || 2 || 6<br />
|-<br />
|Sergeant|| 0 || 2 || 2 || 8<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 2 || 10<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 2 || 12<br />
|-<br />
|Master Sergeant|| 1 || 4 || 2 || 14<br />
|}<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:MECs (Long War)]]<br />
[[Category:Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Marauder_(Long_War)&diff=61352Marauder (Long War)2014-11-17T07:34:13Z<p>Darkstelios: </p>
<hr />
<div>{{CheckOutdated (Long War)|b13}}<br />
MEC variant of the Assault class. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|SpecialistE1=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|LCorporal2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.''<br />
|LCorporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 aim and cannot critically hit this unit''<br />
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE3=''Aim: 0 Will: 3 Mob: 1''<br />
|Corporal1=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 Aim and +10% Crit chance against targets at or below 50% health.''<br />
|Corporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.''<br />
|Corporal3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
|CorporalE1=''Aim: 4 Will: 2 Mob: 0''<br />
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE3=''Aim: 0 Will: 0 Mob: 1''<br />
|Sergeant1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|Sergeant2=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|Sergeant3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''<br />
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE3=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|TechSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|TechSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''<br />
|TechSgtE1=''Aim: 0 Will: 1 Mob: 0''<br />
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE3=''Aim: 2 Will: 0 Mob: 0''<br />
|GunSgt1=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets whose species have been autopsied.''<br />
|GunSgt2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|GunSgt3=[[File:Hit and Run.png|32px|center]]'''Hit and Run'''<br/>''Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated.''<br />
|GunSgtE1=''Aim: 2 Will: 0 Mob: 0''<br />
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE3=''Aim: 0 Will: 2 Mob: 0''<br />
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|MSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt3=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''<br />
|MSgtE1=''Aim: 2 Will: 0 Mob: 1''<br />
|MSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 2 || 2<br />
|-<br />
|Lance Corporal|| 0 || 1 || 2 || 4<br />
|-<br />
|Corporal|| 1 || 2 || 2 || 6<br />
|-<br />
|Sergeant|| 0 || 2 || 2 || 8<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 2 || 10<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 2 || 12<br />
|-<br />
|Master Sergeant|| 1 || 4 || 2 || 14<br />
|}<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:MECs (Long War)]]<br />
[[Category:Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Marauder_(Long_War)&diff=61351Marauder (Long War)2014-11-17T07:32:22Z<p>Darkstelios: </p>
<hr />
<div>{{CheckOutdated (Long War)|b13}}<br />
MEC variant of the Assault class. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|SpecialistE1=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|LCorporal2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.''<br />
|LCorporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 aim and cannot critically hit this unit''<br />
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE3=''Aim: 0 Will: 3 Mob: 1''<br />
|Corporal1=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 Aim and +10% Crit chance against targets at or below 50% health.''<br />
|Corporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.''<br />
|Corporal3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
|CorporalE1=''Aim: 4 Will: 2 Mob: 0''<br />
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE3=''Aim: 0 Will: 0 Mob: 1''<br />
|Sergeant1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|Sergeant2=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|Sergeant3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''<br />
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE3=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|TechSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|TechSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''<br />
|TechSgtE1=''Aim: 0 Will: 1 Mob: 0''<br />
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE3=''Aim: 2 Will: 0 Mob: 0''<br />
|GunSgt1=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets whose species have been autopsied.''<br />
|GunSgt2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|GunSgt3=[[File:HIT AND RUN.png|32px|center]]'''Hit And Run'''<br/>''Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated.''<br />
|GunSgtE1=''Aim: 2 Will: 0 Mob: 0''<br />
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE3=''Aim: 0 Will: 2 Mob: 0''<br />
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|MSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt3=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''<br />
|MSgtE1=''Aim: 2 Will: 0 Mob: 1''<br />
|MSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 2 || 2<br />
|-<br />
|Lance Corporal|| 0 || 1 || 2 || 4<br />
|-<br />
|Corporal|| 1 || 2 || 2 || 6<br />
|-<br />
|Sergeant|| 0 || 2 || 2 || 8<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 2 || 10<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 2 || 12<br />
|-<br />
|Master Sergeant|| 1 || 4 || 2 || 14<br />
|}<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:MECs (Long War)]]<br />
[[Category:Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Shogun_(Long_War)&diff=59395Shogun (Long War)2014-09-03T17:51:08Z<p>Darkstelios: /* Tactical Advice */</p>
<hr />
<div>MEC variant of the [[Engineer (Long War)|Engineer]] class.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br/>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.'' '''<br />
|SpecialistE1=''''<br />
|LCorporal1=[[File:MEC JET BOOT MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
|LCorporal2=[[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 Defense for the first attack in Overwatch, and 0.5 damage reduction''<br />
|LCorporal3=[[File:MEC BODY SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''<br />
|LCorporalE1=''Aim: 0 Will: 0 Mob: 1''<br />
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE3=''Aim: 0 Will: 2 Mob: 0''<br />
|Corporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Warheads'''<br/>''Rockets and grenades do additional damage to robotic enemies.''<br />
|Corporal2=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|Corporal3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|CorporalE1=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE3=''Aim: 0 Will: 0 Mob: 0''<br />
|Sergeant1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Ammo'''<br/>''Your primary weapon does extra damage to robotic enemies.''<br />
|Sergeant2=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|Sergeant3=[[File:ALIEN CLUSTERBOMB.png|32px|center]]'''Sapper'''<br/> ''Your grenades do additional damage to enemies, and all your weapons do additional damage to the enviroment.''<br />
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE2=''Aim: 0 Will: 3 Mob: 0''<br />
|SergeantE3=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgt1=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|TechSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.''<br />
|TechSgt3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|TechSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE3=''Aim: 0 Will: 2 Mob: 0''<br />
|GunSgt1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|GunSgt2=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.''<br />
|GunSgt3=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier''' <br/> ''Allows two uses of damaging grenade items, and increases grenade throw range by 20%.''<br />
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE2=''Aim: 3 Will: 0 Mob: 0''<br />
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|MSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''<br />
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem'''<br/>''Confers additional damage based on weapons tech level to LMGs, sniper rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers, and Proximity Mines.''<br />
|MSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE2=''Aim: 2 Will: 2 Mob: 0''<br />
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
}}<br />
<br />
== Tactical Advice ==<br />
<br />
Collateral to MEC weapons getting extra range (making them able to be used with squad sight on the MEC variants that get squad sight) means collateral damage now has incredible range. Can be safely applied out of vision range if need be . <br />
<br />
But on the SHOGUN it gets even better because of HEAT AMMO .. Collateral damage works with heat ammo and does [never miss aimbot halfway across the map] solid damage vs robots ..Better than flush + heat ammo combo since collateral damage cannot miss .. Perfect to get rid of pesky hard to hit seekers and drones that get tons of HP and DR as the game progresses .<br />
<br />
HEAT Ammo + Collateral damage will consistently deal 7 damage to robotic enemies. Keep this in mind if you want to clear a clustered group of drones or seekers (with less than 7 HP)<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 6<br />
|-<br />
|Corporal|| 1 || 2 || 2 || 8<br />
|-<br />
|Sergeant|| 1 || 3 || 3 || 11<br />
|-<br />
|Tech Sergeant|| 1 || 4 || 2 || 13<br />
|-<br />
|Gunnery Sergeant|| 0 || 4 || 3 || 16<br />
|-<br />
|Master Sergeant|| 1 || 5 || 3 || 19<br />
|}<br />
<br />
''+1 HP, +5 Aim compared to [[Engineer (Long War)#Stat Progression|Engineer]].''<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:MECs (Long War)]]<br />
[[Category:Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Shogun_(Long_War)&diff=59394Shogun (Long War)2014-09-03T17:50:52Z<p>Darkstelios: /* Tactical Advice */</p>
<hr />
<div>MEC variant of the [[Engineer (Long War)|Engineer]] class.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br/>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.'' '''<br />
|SpecialistE1=''''<br />
|LCorporal1=[[File:MEC JET BOOT MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
|LCorporal2=[[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 Defense for the first attack in Overwatch, and 0.5 damage reduction''<br />
|LCorporal3=[[File:MEC BODY SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''<br />
|LCorporalE1=''Aim: 0 Will: 0 Mob: 1''<br />
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE3=''Aim: 0 Will: 2 Mob: 0''<br />
|Corporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Warheads'''<br/>''Rockets and grenades do additional damage to robotic enemies.''<br />
|Corporal2=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|Corporal3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|CorporalE1=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE3=''Aim: 0 Will: 0 Mob: 0''<br />
|Sergeant1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Ammo'''<br/>''Your primary weapon does extra damage to robotic enemies.''<br />
|Sergeant2=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|Sergeant3=[[File:ALIEN CLUSTERBOMB.png|32px|center]]'''Sapper'''<br/> ''Your grenades do additional damage to enemies, and all your weapons do additional damage to the enviroment.''<br />
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE2=''Aim: 0 Will: 3 Mob: 0''<br />
|SergeantE3=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgt1=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|TechSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.''<br />
|TechSgt3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|TechSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE3=''Aim: 0 Will: 2 Mob: 0''<br />
|GunSgt1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|GunSgt2=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.''<br />
|GunSgt3=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier''' <br/> ''Allows two uses of damaging grenade items, and increases grenade throw range by 20%.''<br />
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE2=''Aim: 3 Will: 0 Mob: 0''<br />
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|MSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''<br />
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem'''<br/>''Confers additional damage based on weapons tech level to LMGs, sniper rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers, and Proximity Mines.''<br />
|MSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE2=''Aim: 2 Will: 2 Mob: 0''<br />
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
}}<br />
<br />
== Tactical Advice ==<br />
<br />
Collateral to MEC weapons getting extra range (making them able to be used with squad sight on the MEC variants that get squad sight) means collateral damage now has incredible range. Can be safely applied out of vision range if need be . <br />
<br />
But on the SHOGUN it gets even better because of HEAT AMMO .. Collateral damage works with heat ammo and does [never miss aimbot halfway across the map] solid damage vs robots ..Better than flush + heat ammo combo since collateral damage cannot miss .. Perfect to get rid of pesky hard to hit seekers and drones that get tons of HP and DR as the game progresses .<br />
<br />
HEAT Ammo + Collateral damage will deal consistently 7 damage to robotic enemies. Keep this in mind if you want to clear a clustered group of drones or seekers (with less than 7 HP)<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 6<br />
|-<br />
|Corporal|| 1 || 2 || 2 || 8<br />
|-<br />
|Sergeant|| 1 || 3 || 3 || 11<br />
|-<br />
|Tech Sergeant|| 1 || 4 || 2 || 13<br />
|-<br />
|Gunnery Sergeant|| 0 || 4 || 3 || 16<br />
|-<br />
|Master Sergeant|| 1 || 5 || 3 || 19<br />
|}<br />
<br />
''+1 HP, +5 Aim compared to [[Engineer (Long War)#Stat Progression|Engineer]].''<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:MECs (Long War)]]<br />
[[Category:Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Tactics_(Long_War)&diff=59393Tactics (Long War)2014-09-03T13:45:16Z<p>Darkstelios: /* General Advice & Tips */</p>
<hr />
<div><br />
<br />
=General Advice & Tips=<br />
<br />
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.<br />
<br />
'''Medics: They aren't useless'''<br><br />
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you'll be glad that you have them with you. <br />
<br />
'''Divide and Conquer.'''<br><br />
Usually it is never a good idea to split your team into two, but on urban maps, there is some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. <br />
<br />
'''S.H.I.V all the things.'''<br><br />
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. A S.H.I.V does not suffer from fatigue either. If you want to try and take all the missions that the game throws at you, having a large contingent of S.H.I.Vs is almost a requirement. <br />
<br />
'''Battle Scanners.'''<br><br />
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.<br />
<br />
'''Grenades first.'''<br><br />
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, generally throw the Grenade as the first thing, not the last.<br />
<br />
'''Meld doesn't matter.'''<br><br />
While not true, it is not worth potentially losing valuable soldiers to recover it. If it's in a good place to grab, then by all means. If not don't waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don't worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 1 meld per five alien corpses brought home on a mission (rounded down).<br />
<br />
'''Explosive Terror solutions'''<br><br />
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine.<br />
<br />
'''Cover, cover, cover!'''<br><br />
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.<br />
<br />
'''A plethora of specimens.'''<br><br />
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only ask for one specimen per request.<br />
<br />
'''Knowing is half the battle!'''<br><br />
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.<br />
<br />
'''Block the exit!'''<br><br />
A soldier can effectively "lock" a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them. Similarly, ladders and pipes can be "locked" by standing at the top of them; this can be effective for blocking berserkers.<br />
<br />
'''Aliens don't like being flanked.'''<br><br />
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn.<br />
<br />
'''Supression, Flashbangs, Overwatch and You.'''<br><br />
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Using the grapple hook on various armors will not trigger overwatch shots. Suppression and flashbangs will cancel overwatch (although the eye indicator will stay up). Taking any damage, cloaking, and flashbangs will cancel Suppression.<br />
<br />
'''Drones and their lack of programming.'''<br><br />
Drones cannot overwatch, nor can they go through closed doors. <br />
<br />
'''Cyberdicks.''' <br><br />
Cyberdisks are nearly immune to critical hits in their folded up form, but not in their attack form. If they go on overwatch upon reveal, it can be a good idea to take a shot taking advantage of the crit bonus. Upon the disk folding up, you can then run a scout to pull the overwatch fire thus tricking the cyberdisk into unfolding again so you can take more shots at it. Using this method can maximize your crit damage potential.<br />
<br />
'''Outsiders.'''<br><br />
They can't climb ladders and have no grenades. Beware on landed/crashed UFO missions, triggering the outsider pod has a tendency to make other alien pods converge on your position.<br />
<br />
'''MECs''' <br><br />
The MEC grenade launcher and proximity mine launcher can be fired while the MEC is acting as a heavy cover element with "one for all" without breaking the ability. The restorative mist will not stabilize a critically wounded soldier.<br />
<br />
'''Flush mechanics.'''<br><br />
The 50% damage reduction from the perk "flush" is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.<br />
<br />
'''LOS'''<br><br />
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight.<br />
<br />
'''Chemically assisted capture.'''<br><br />
When an alien is affected by Acid and only has a single hitpoint left, he will always refuse to use an action that would otherwise cause it to be triggered and kill him. This can be used to your advantage to prepare unwary invaders for multiple, safe stunning attempts with the Arc Thrower. If an enemy unit is shredded, acid will cause 2 points of damage. Enemies that are shredded, acided, and have 2 hit points left will still move because the AI doesn't take into account the extra shredded damage; thus the alien may move to its death. Be careful when psi-panicking acid affected enemies with 1 HP left, they will often panic move, killing themselves (thus no arc thrower capturing).<br />
<br />
'''Capturing Aliens.'''<br><br />
An easy method to capture aliens is to have a unit with packmaster/repair carry an arcthrower and a unit with psi panic. Leave one enemy last such as muton/floater/outsider (or any other low-will enemy), use psi panic on it and make liberal use of the arc thrower until successful.<br />
<br />
'''End Game Armor'''<br><br />
Don't just go with the heavy titan armor as always. Archangel armor is one of the best armors available, and not just for that squadsight sniper. You can easily trade 2 hp for the increased mobility and defense bonuses, plus the flying ability and the associated aim bonuses. Your units will rarely miss shots and will not be in danger of getting flanked. You can also laugh at those charging chryssalids and berserkers.<br />
<br />
'''Ethereal Tactics.'''<br><br />
Psi lance is actually the regular attack of the ethereal, and deals damage proportional to will (thus very high damage). Two suppressions can easily reduce the aim close to zero, while also reducing the range of rift. Clustered units can be easily wiped out with rift. The ethereal will not use rift if it will get caught up in it as well. Take note that flying units cannot be damaged by rift. Shredding an ethereal first is an ideal way to quickly take it down in one turn with enough firepower.</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Equipment_(Long_War)&diff=59339Equipment (Long War)2014-08-29T22:50:52Z<p>Darkstelios: </p>
<hr />
<div>In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the "empty hand" button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.<br />
<br />
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn ''without'' ending the turn (''e.g.'' a Support may throw a Smoke Grenade and then perform another action).<br />
<br />
== Soldier Equipment==<br />
{| class="wikitable"<br />
!colspan="11" | Items for XCom operatives<br />
|-<br />
!rowspan="2" | Name !! rowspan="2" | Weight !! rowspan="2" | Classes !! rowspan="2" | Research !! rowspan="2" | Effect !! colspan="6" | Cost<br />
|-<br />
! {{Credits Icon}} !! {{AA Icon}} !! {{Elerium Icon}} !! {{Meld Icon}} !! {{Time Icon}} !! Other<br />
|-<br />
!colspan="11" | Miscellaneous Items<br />
|-<br />
|Alien Trophy || 1 || All || - || Grants immunity to panic, except Psi Panic || colspan="6" align="center" | -<br />
|-<br />
|Medikit || 1 || All || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan="6" align="center" | -<br />
|-<br />
|Rocket || 2 || Rocketeer || - || Grants one additional rocket. || colspan="6" align="center" | -<br />
|-<br />
|Shredder Rocket || 2 || Rocketeer || - || Grants one additional shredder rocket. || colspan="6" align="center" | -<br />
|-<br />
|Arc Thrower || 2 || All || Xenoneurology || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 100 || 0 || 0 || 0 || 10 || -<br />
|-<br />
|Smartgun Kit || 1 || Gunner || Experimental Warfare || Grants the Advanced Fire Control perk. || 55 || 0 || 0 || 0 || ? || -<br />
|-<br />
|Walker Servos || 0 || Assault || Advanced Servomotors || Grants +2 Mobility. || ? || ? || ? || ? || ? || -<br />
|-<br />
!colspan="11" | Protective Items<br />
|-<br />
|Ceramic Plating || 1 || All || - || Provides +1 Armor HP. Cannot be stacked with other plating items. || colspan="6" align="center" | -<br />
|-<br />
|Alloy Plating || 1 || All || Alien Materials || Provides +2 Armor HP. Cannot be stacked with other plating items. || 50 || 5 || 0 || 0 || 6 || -<br />
|-<br />
|Chitin Plating || 2 || All || Chryssalid Autopsy || Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Reinforced Armor || 2 || All || Alien Materials || Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items. || 70 || 10 || 0 || 0 || 6 || -<br />
|-<br />
|Chameleon Suit || 1 || All || Seeker Autopsy || Grants +7 Defense . || 51 || 3 || 2 || 5 || ? || -<br />
|-<br />
|Respirator Implant || ? || All || Seeker Autopsy || Grants immunity to strangulation and partial immunity to acid. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Impact Vest || ? || Assault || Mobile Power Armor || Grants the Shock-Absorbent Armor perk. || ? || ? || ? || ? || ? || -<br />
|-<br />
!colspan="11" | Thrown Devices<br />
|-<br />
|Battle Scanner || 1 || All || - || Can be thrown to provide vision for two turns. || colspan="6" align="center" | -<br />
|-<br />
|Mimic Beacon || 1 || All || ? || When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || colspan="6" align="center" | -<br />
|-<br />
!colspan="11" | Grenades<br />
|-<br />
|AP Grenade || 1 || All || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan="6" align="center" | -<br />
|-<br />
|Flashbang Grenade || 1 || All || - || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.<br>Most synthetic/cybernetic and psionic enemies are immune.|| colspan="6" align="center" | -<br />
|-<br />
|Smoke Grenade || 1 || All || - || Confers +20 Defense to units in radius for two turns. || colspan="6" align="center" | -<br />
|-<br />
|HE Grenade || 1 || All || - || Deals 1-5 damage to units in blast radius and can destroy cover || colspan="6" align="center" | -<br />
|-<br />
|Alien Grenade || 1 || All || Alien Grenades || Deals ?-? damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project.|| colspan="6" align="center" | -<br />
|-<br />
|Chem Grenade || 1 || All || Thin Man Autopsy || Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim and damage reduction penalties. || 20 || 0 || 0 || 0 || ? || 3x Thin Man Corpse<br />
|-<br />
|Psi Grenade || 1 || Psionic || Xenopsionics || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Ghost Grenade || 1 || Psionic || Xenopsionics || Grants stealth to units in an area for one turn. || ? || ? || ? || ? || ? || ?<br />
|-<br />
!colspan="11" | Ammunition<br />
|-<br />
|Hi Cap Mags || 1 || All || - || +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || colspan="6" align="center" | -<br />
|-<br />
|Shredder Ammo || 1 || Assault || Experimental Warfare || Grants the Shredder Ammunition perk. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Armor Piercing Ammo || 1 || Gunner || Experimental Warfare || Reduces enemy damage reduction (including that from cover) by 1. || 25 || 5 || 0 || 0 || ? || -<br />
|-<br />
|Breaching Ammo || 1 || Assault || Experimental Warfare || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || 5 || 0 || 0 || ? || -<br />
|-<br />
|Reaper Rounds || 1 || All || Experimental Warfare || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range. || 20 || 0 || 0 || 0 || ? || -<br />
|-<br />
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || ? || ? || ? || ? || ? || -<br />
|-<br />
!colspan="11" | Gunsights and Optics<br />
|-<br />
|Laser Sight || 1 || All || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan="6" align="center" | -<br />
|-<br />
|SCOPE || 1 || All || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade || 80 || 0 || 0 || 0 || 6 || -<br />
|-<br />
|Targeting Module || 1 || All || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || 20 || 0 || 0 || 0 || 7 || -<br />
|-<br />
|Illuminator Gunsight || 0 || Scout || Experimental Warfare || Confers Executioner perk. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || 25 || 3 || 0 || 0 || ? || -<br />
|-<br />
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. || ? || ? || ? || ? || ? || ?<br />
|-<br />
|}<br />
<br />
== MEC and SHIV Equipment ==<br />
{| class="wikitable"<br />
!colspan="11" | Items for mechanized units<br />
|-<br />
!rowspan="2" | Name !! rowspan="2" | MEC !! rowspan="2" | SHIV !! rowspan="2" | Weight !! rowspan="2" | Research !! rowspan="2" | Effect !! colspan="5" | Cost<br />
|-<br />
| {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}<br />
|-<br />
!colspan="11" | Miscellaneous Equipment<br />
|-<br />
|Weapon Gyros || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Weaponry || Provides +5 aim and +5 crit. || ? || ? || ? || ? || ?<br />
|-<br />
|Battle Computer || {{Yes Icon}} || {{No Icon}} || 1 || Sectopod Autopsy || Provides +10 aim, crit chance and defence. || ? || ? || ? || ? || ?<br />
|-<br />
|Elerium Turbos || {{Yes Icon}} || {{Yes Icon}} || 0 || Advanced Servomotors || Increases SHIV/MEC mobility by 2 points. || ? || ? || ? || ? || ?<br />
|-<br />
|Alloy Carbide Plating || {{Yes Icon}} || {{Yes Icon}} || 1 || Heavy Floater Autopsy || Increases both DR and HP of the equipped unit by +1. || ? || ? || ? || ? || ?<br />
|-<br />
!colspan="11" | Perk Granting Equipment<br />
|-<br />
|Autoloader || {{Yes Icon}} || {{Yes Icon}} || 1 || - || Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. || ? || ? || ? || ? || ?<br />
|-<br />
|HEAT Ammo || {{No Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants HEAT Ammo perk, providing additional damage against mechanized units. || ? || ? || ? || ? || ?<br />
|-<br />
|Alloy Belt || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants Extra Conditioning perk. || ? || ? || ? || ? || ?<br />
|-<br />
|Smartshell Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Flush ability and provides +5 aim . || ? || ? || ? || ? || ?<br />
|-<br />
|Counterfire Pods || {{No Icon}} || {{Yes Icon}} || 1 || Mechtoid Autopsy || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || ? || ? || ? || ? || ?<br />
|-<br />
|Adaptive Tracking Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ? || ?<br />
|-<br />
|Holo-Targeter || {{Yes Icon}} || {{Yes Icon}} || 1 || Drone Autopsy || Grants Holo-Targeting perk and provides +5 aim. || ? || ? || ? || ? || ?<br />
|-<br />
|Weapon Supercoolers || {{No Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Grants Light 'Em Up perk . || ? || ? || ? || ? || ?<br />
|-<br />
|Autosentry Turret || {{No Icon}} || {{Yes Icon}} || 1 || Cyberdisc Autopsy || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || ? || ? || ? || ? || ?<br />
|-<br />
|Core Armoring || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses || Grants the Damage Control perk. || ? || ? || ? || ? || ?<br />
|-<br />
|Damage Control Pod || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || ? || ? || ? || ? || ?<br />
|-<br />
|Tactical Sensors || {{Yes Icon}} || {{No Icon}} || 1 || Mechtoid Autopsy || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| ? || ? || ? || ? || ?<br />
|-<br />
!colspan="11" | Damage Enhancing Equipment<br />
|-<br />
|Depleted Elerium Rounds || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || ? || ? || ? || ? || ?<br />
|-<br />
|Laser Pumper || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Lasers|| Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 75 || 10 || 5 || 0 || ?<br />
|-<br />
|Zevatron Booster || {{Yes Icon}} || {{Yes Icon}} || 1 || Precision Plasma Weapons || Increases Particle Cannon and Superheavy Plasma damage by 1. || ? || ? || ? || ? || ?<br />
|-<br />
|The Thumper || {{Yes Icon}} || {{No Icon}} || 1 || Antigrav Systems || Increases Kinetic Strike Damage by 2. || 85 || 20 || 15 || 0 || ?<br />
|}<br />
<br />
[[Category: Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Equipment_(Long_War)&diff=59338Equipment (Long War)2014-08-29T22:47:36Z<p>Darkstelios: </p>
<hr />
<div>In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier's mobility by 1 per weight (a soldier's base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the "empty hand" button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.<br />
<br />
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn ''without'' ending the turn (''e.g.'' a Support may throw a Smoke Grenade and then perform another action).<br />
<br />
== Soldier Equipment==<br />
{| class="wikitable"<br />
!colspan="11" | Items for XCom operatives<br />
|-<br />
!rowspan="2" | Name !! rowspan="2" | Weight !! rowspan="2" | Classes !! rowspan="2" | Research !! rowspan="2" | Effect !! colspan="6" | Cost<br />
|-<br />
! {{Credits Icon}} !! {{AA Icon}} !! {{Elerium Icon}} !! {{Meld Icon}} !! {{Time Icon}} !! Other<br />
|-<br />
!colspan="11" | Miscellaneous Items<br />
|-<br />
|Alien Trophy || 1 || All || - || Grants immunity to panic, except Psi Panic || colspan="6" align="center" | -<br />
|-<br />
|Medikit || 1 || All || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan="6" align="center" | -<br />
|-<br />
|Rocket || 2 || Rocketeer || - || Grants one additional rocket. || colspan="6" align="center" | -<br />
|-<br />
|Shredder Rocket || 2 || Rocketeer || - || Grants one additional shredder rocket. || colspan="6" align="center" | -<br />
|-<br />
|Arc Thrower || 2 || All || Xenoneurology || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 100 || 0 || 0 || 0 || 10 || -<br />
|-<br />
|Smartgun Kit || 1 || Gunner || Experimental Warfare || Grants the Advanced Fire Control perk. || 55 || 0 || 0 || 0 || ? || -<br />
|-<br />
|Walker Servos || 0 || Assault || Advanced Servomotors || Grants +2 Mobility. || ? || ? || ? || ? || ? || -<br />
|-<br />
!colspan="11" | Protective Items<br />
|-<br />
|Ceramic Plating || 1 || All || - || Provides +1 Armor HP. Cannot be stacked with other plating items. || colspan="6" align="center" | -<br />
|-<br />
|Alloy Plating || 1 || All || Alien Materials || Provides +2 Armor HP. Cannot be stacked with other plating items. || 50 || 5 || 0 || 0 || 6 || -<br />
|-<br />
|Chitin Plating || 2 || All || Chryssalid Autopsy || Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Reinforced Armor || 2 || All || Alien Materials || Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items. || 70 || 10 || 0 || 0 || 6 || -<br />
|-<br />
|Chameleon Suit || 1 || All || Seeker Autopsy || Grants +7 Defense . || 51 || 3 || 2 || 5 || ? || -<br />
|-<br />
|Respirator Implant || ? || All || Seeker Autopsy || Grants immunity to strangulation and partial immunity to acid. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Impact Vest || ? || Assault || Mobile Power Armor || Grants the Shock-Absorbent Armor perk. || ? || ? || ? || ? || ? || -<br />
|-<br />
!colspan="11" | Thrown Devices<br />
|-<br />
|Battle Scanner || 1 || All || - || Can be thrown to provide vision for two turns. || colspan="6" align="center" | -<br />
|-<br />
|Mimic Beacon || 1 || All || ? || When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || colspan="6" align="center" | -<br />
|-<br />
!colspan="11" | Grenades<br />
|-<br />
|AP Grenade || 1 || All || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan="6" align="center" | -<br />
|-<br />
|Flashbang Grenade || 1 || All || - || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.<br>Most synthetic/cybernetic and psionic enemies are immune.|| colspan="6" align="center" | -<br />
|-<br />
|Smoke Grenade || 1 || All || - || Confers +20 Defense to units in radius for two turns. || colspan="6" align="center" | -<br />
|-<br />
|HE Grenade || 1 || All || - || Deals 1-5 damage to units in blast radius and can destroy cover || colspan="6" align="center" | -<br />
|-<br />
|Alien Grenade || 1 || All || Alien Grenades || Deals ?-? damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project.|| colspan="6" align="center" | -<br />
|-<br />
|Chem Grenade || 1 || All || Thin Man Autopsy || Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim and damage reduction penalties. || 20 || 0 || 0 || 0 || ? || 3x Thin Man Corpse<br />
|-<br />
|Psi Grenade || 1 || Psionic || Xenopsionics || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Ghost Grenade || 1 || Psionic || Xenopsionics || Grants stealth to units in an area for one turn. || ? || ? || ? || ? || ? || ?<br />
|-<br />
!colspan="11" | Ammunition<br />
|-<br />
|Hi Cap Mags || 1 || All || - || +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || colspan="6" align="center" | -<br />
|-<br />
|Shredder Ammo || 1 || Assault || Experimental Warfare || Grants the Shredder Ammunition perk. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Armor Piercing Ammo || 1 || Gunner || Experimental Warfare || Reduces enemy damage reduction (including that from cover) by 1. || 25 || 5 || 0 || 0 || ? || -<br />
|-<br />
|Breaching Ammo || 1 || Assault || Experimental Warfare || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || 5 || 0 || 0 || ? || -<br />
|-<br />
|Reaper Rounds || 1 || All || Experimental Warfare || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range. || 20 || 0 || 0 || 0 || ? || -<br />
|-<br />
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || ? || ? || ? || ? || ? || -<br />
|-<br />
!colspan="11" | Gunsights and Optics<br />
|-<br />
|Laser Sight || 1 || All || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan="6" align="center" | -<br />
|-<br />
|SCOPE || 1 || All || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade || 80 || 0 || 0 || 0 || 6 || -<br />
|-<br />
|Targeting Module || 1 || All || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || 20 || 0 || 0 || 0 || 7 || -<br />
|-<br />
|Illuminator Gunsight || 0 || Scout || Experimental Warfare || Confers Executioner perk. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || ? || ? || ? || ? || ? || -<br />
|-<br />
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || 25 || 3 || 0 || 0 || ? || -<br />
|-<br />
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. || ? || ? || ? || ? || ? || ?<br />
|-<br />
|}<br />
<br />
== MEC and SHIV Equipment ==<br />
{| class="wikitable"<br />
!colspan="11" | Items for mechanized units<br />
|-<br />
!rowspan="2" | Name !! rowspan="2" | MEC !! rowspan="2" | SHIV !! rowspan="2" | Weight !! rowspan="2" | Research !! rowspan="2" | Effect !! colspan="5" | Cost<br />
|-<br />
| {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}<br />
|-<br />
!colspan="11" | Miscellaneous Equipment<br />
|-<br />
|Weapon Gyros || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Weaponry || Provides +5 aim and +5 crit. || ? || ? || ? || ? || ?<br />
|-<br />
|Battle Computer || {{Yes Icon}} || {{No Icon}} || 1 || Sectopod Autopsy || Provides +10 aim, crit chance and defence. || ? || ? || ? || ? || ?<br />
|-<br />
|Elerium Turbos || {{Yes Icon}} || {{Yes Icon}} || 0 || Advanced Servomotors || Increases SHIV/MEC mobility by 2 points. || ? || ? || ? || ? || ?<br />
|-<br />
|Alloy Carbide Plating || {{Yes Icon}} || {{Yes Icon}} || 1 || Heavy Floater Autopsy || Increases both DR and HP of the equipped unit by +1. || ? || ? || ? || ? || ?<br />
|-<br />
!colspan="11" | Perk Granting Equipment<br />
|-<br />
|Autoloader || {{Yes Icon}} || {{Yes Icon}} || 1 || - || Grants Lock N' Load perk, allowing for additional shots to be fired before reloading is required. || ? || ? || ? || ? || ?<br />
|-<br />
|HEAT Ammo || {{No Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants HEAT Ammo perk, providing additional damage against mechanized units. || ? || ? || ? || ? || ?<br />
|-<br />
|Alloy Belt || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants Extra Conditioning perk. || ? || ? || ? || ? || ?<br />
|-<br />
|Smartshell Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Flush ability and provides +5 aim . || ? || ? || ? || ? || ?<br />
|-<br />
|Counterfire Pods || {{No Icon}} || {{Yes Icon}} || 1 || Mechtoid Autopsy || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || ? || ? || ? || ? || ?<br />
|-<br />
|Adaptive Tracking Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ? || ?<br />
|-<br />
|Holo-Targeter || {{Yes Icon}} || {{Yes Icon}} || 1 || Drone Autopsy || Grants Holo-Targeting perk and provides +5 aim. || ? || ? || ? || ? || ?<br />
|-<br />
|Weapon Supercoolers || {{No Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Grants Light 'Em Up perk . || ? || ? || ? || ? || ?<br />
|-<br />
|Autosentry Turret || {{No Icon}} || {{Yes Icon}} || 1 || Cyberdisc Autopsy || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || ? || ? || ? || ? || ?<br />
|-<br />
|Core Armoring || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses || Grants the Damage Control perk. || ? || ? || ? || ? || ?<br />
|-<br />
|Damage Control Pod || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || ? || ? || ? || ? || ?<br />
|-<br />
|Tactical Sensors || {{Yes Icon}} || {{No Icon}} || 1 || Mechtoid Autopsy || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| ? || ? || ? || ? || ?<br />
|-<br />
!colspan="11" | Damage Enhancing Equipment<br />
|-<br />
|Depleted Elerium Rounds || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || ? || ? || ? || ? || ?<br />
|-<br />
|Laser Pumper || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Lasers|| Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || ? || ? || ? || ? || ?<br />
|-<br />
|Zevatron Booster || {{Yes Icon}} || {{Yes Icon}} || 1 || Precision Plasma Weapons || Increases Particle Cannon and Superheavy Plasma damage by 1. || ? || ? || ? || ? || ?<br />
|-<br />
|The Thumper || {{Yes Icon}} || {{No Icon}} || 1 || Antigrav Systems || Increases Kinetic Strike Damage by 2. || ? || ? || ? || ? || ?<br />
|}<br />
<br />
[[Category: Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&diff=59308Alien Life Forms (Long War)2014-08-29T14:49:12Z<p>Darkstelios: </p>
<hr />
<div>[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]<br />
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.<br />
<br />
Each "pod" will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.<br />
<br />
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.<br />
<br />
<br />
==Sectoid==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Sectoid (EU2012).png|125px]]<br />
|hp=3-20<br />
|aim=65-115<br />
|defense=0-15<br />
|will=5-105<br />
|move=12<br />
}}<br />
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, Mind Fray and Psi Panic. The good news is that Mind Fray 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 squad leaders get the Low Profile perk.<br />
<br />
Rewards: Sectoids carry plasma 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 slight boost to the requesting nations defense against panic.<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Sectoid Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0<br />
|- align="center" <br />
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0<br />
|- align="center" <br />
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0<br />
|- align="center" <br />
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Sectoid Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty and limited AOE range.''<br />
|-align="center" <br />
| [[File:PSIONIC MINDMERGE.png|32px]]<br>'''Mind Merge''' || ''Psionically assist an ally, granting the ally an array of stat bonuses.<br> ''<br />
|- align="center" <br />
| [[File:PSIONIC_MINDFRAY.png|32px]]<br>'''Mind Fray'''|| ''Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.''<br />
|- align="center" <br />
|[[File:PSIONIC PANIC.png|32px]]<br>'''Psi Panic'''|| ''Cause target to panic if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_LOWPROFILE.png|32px]]<br>'''Low Profile''' || ''Makes partial cover count as full.''<br />
|-align="center" <br />
| [[File:SNIPER GUNSLINGER.png|32px]]<br>'''Gunslinger''' || ''Confers +1 extra damage to all pistol type weapons. Furthermore eliminates any range penalties for pistols.''<br />
|-align="center" <br />
| [[File:ASSAULT BRINGTHEMON.png|32px]]<br>'''Bring 'Em On''' || ''Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)''<br />
|-align="center" <br />
| [[File:HEAVY RAPIDREACTION.png|32px]]<br>'''Rapid Reaction''' || ''Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.''<br />
|-align="center" <br />
| [[File:SNIPER OPPORTUNIST.png|32px]]<br>'''Opportunist''' || ''Negates aim penalties for Overwatch shots.''<br />
|-align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|-align="center" <br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|-align="center" <br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_LOWPROFILE.png|32px]]<br>'''Low Profile''' || ''Makes partial cover count as full.''<br />
|-align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|}<br />
<br />
==Drone==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Drone (EU2012).jpg|125px]]<br />
|hp=3-56<br />
|aim=60-100<br />
|defense=0-20<br />
|will=0<br />
|move=12-14<br />
|fuel=32<br />
}}<br />
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, 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. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.<br />
<br />
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter. Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Drone Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Drone Beam || 1 to 3 || 3 to 5 || 0<br />
|- align="center" <br />
| Upgraded Drone Beam I || 2 to 4 || 3 to 6 || 0 <br />
|- align="center" <br />
| Upgraded Drone Beam II || 3 to 5 || 5 to 8 || 0 <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Drone Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ALIEN REPAIR.png|32px]]<br>'''Repair''' || ''Repairs robotic units.''<br />
|- align="center" <br />
| [[File:ALIEN_OVERLOAD.png|32px]]<br>'''Overload''' || ''Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's.''.<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br><br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|- align="center"<br />
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY_HOLO.png|32px]]<br>'''Holo-Targeting''' || ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''<br />
|-align="center" <br />
| [[File:MEC_ABSORTION_FIELDS.png|32px]]<br>'''Absorption Fields''' || ''Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|-align="center" <br />
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up''' || ''Firing the primary weapon as the first action of your turn no longer ends your turn.''<br />
|-align="center" <br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
|- align="center" <br />
| [[File:HEAVY_HOLO.png|32px]]<br>'''Holo-Targeting''' || ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''<br />
|}<br />
<br />
==Outsider==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Outsider (EU2012).jpg|125px]]<br />
|hp=10-33<br />
|aim=75-130<br />
|defense=0-25<br />
|will=20<br />
|move=12-18<br />
}}<br />
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 or 4.<br />
<br />
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 plasma carbines means they may well win. Neutralising 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.<br />
<br />
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 light plasma rifles.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Outsider Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Outsider Light Plasma Rifle || 4 to 6 || 7 to 9 || 10<br />
|- align="center" <br />
| Upgraded Outsider Light Plasma Rifle I || 5 to 7 || 8 to 11 || 10<br />
|- align="center" <br />
| Upgraded Outsider Light Plasma Rifle II || 6 to 8 || 9 to 12 || 10<br />
|- align="center" <br />
| Upgraded Outsider Light Plasma Rifle III || 7 to 9 || 11 to 14 || 10<br />
|- align="center" <br />
| Upgraded Outsider Light Plasma Rifle IV || 8 to 10 || 12 to 15 || 20<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Outsider Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty and limited AOE range.''<br />
|-align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|-align="center" <br />
| [[File:ABILITY READYFORANYTHING.png|32px]]<br>'''Ready for Anything''' || ''If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.''<br />
|-align="center" <br />
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.<br />
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.<br />
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.<br />
<br />
<br clear=right><br />
<br />
==Thin Man==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]<br />
|hp=5-33<br />
|aim=70-135<br />
|defense=0-25<br />
|will=15-46<br />
|move=15<br />
}}<br />
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 and mobility 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 (dashing will cause 2 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 armour 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.<br />
<br />
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses. These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x). The Thin Man interrogation gives a 25% research credit towards laser weaponry.<br />
{| class="wikitable" width="70%" <br />
|+ Thin Man Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Thin Man Plasma Light Rifle || 4 to 6 || 7 to 9 || 10<br />
|- align="center" <br />
| Upgraded Thin Man Plasma Light Rifle I || 5 to 7 || 8 to 11 || 15<br />
|- align="center" <br />
| Upgraded Thin Man Plasma Light Rifle II || 6 to 8 || 9 to 12 || 15<br />
|- align="center" <br />
| Upgraded Thin Man Plasma Light Rifle III || 7 to 9 || 11 to 14 || 25<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Thin Man Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty and limited AOE range.''<br />
|- align="center" <br />
| [[File:ALIEN_POISON.png|32px]]<br>'''Poison Spit'''|| ''Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.''<br />
|- align="center" <br />
| [[File:ALIEN_LEAP.png|32px]]<br>'''Leap''' || ''Allows vertical leaps onto elevated surfaces during movement.''<br />
|- align="center" <br />
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]<br>'''Adaptive Bone Marrow*''' || ''Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_EXECUTIONER.png|32px]]<br>'''Executioner''' || ''Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.''<br />
|- align="center" <br />
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]<br>'''Close Encounters'''|| ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|- align="center" <br />
| [[File:SHARPSHOOTER.png|32px]]<br>'''Sharpshooter''' || ''Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.''<br />
|- align="center" <br />
| [[File:ALIEN_BOMBARD.png|32px]]<br>'''Bombard''' || ''Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.''<br />
|- align="center" <br />
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''<br />
|- align="center" <br />
| [[File:HEAVY RAPIDREACTION.png|32px]]<br>'''Rapid Reaction''' || ''Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.''<br />
|- align="center" <br />
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''<br />
|- align="center" <br />
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]<br>'''Lightning Reflexes''' || ''The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.''<br />
|-align="center" <br />
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|-align="center" <br />
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''<br />
|-align="center" <br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|-align="center" <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_EXECUTIONER.png|32px]]<br>'''Executioner''' || ''Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.''<br />
|- align="center" <br />
| [[File:SNIPER_DGG.png|32px]]<br>'''Damn Good Ground'''|| ''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.''<br />
|- align="center" <br />
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''<br />
|- align="center" <br />
|- align="center" <br />
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]<br>'''Lightning Reflexes''' || ''The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.''<br />
|-align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|- align="center" <br />
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''<br />
|- align="center" <br />
|-<br />
|}<br clear=right><br />
<br />
'''Notes'''<br />
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.<br />
<br />
==Floater==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Floater_1_(EU2012).png|125px]]<br />
|hp=5-45<br />
|aim=70-132<br />
|defense=0-15<br />
|will=15-50<br />
|move=15<br />
|fuel=32<br />
}}<br />
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Floater Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Floater Plasma Light Rifle || 4 to 6 || 7 to 9 || 10<br />
|- align="center" <br />
| Upgraded Floater Plasma Light Rifle I || 5 to 7 || 8 to 11 || 10<br />
|- align="center" <br />
| Upgraded Floater Plasma Light Rifle II || 6 to 8 || 9 to 12 || 10<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Floater Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br><br />
|- align="center" <br />
| [[File:ALIEN_LAUNCH.png|32px]]<br>'''Launch''' || ''Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.<br> Will end the Floater's turn.'' <br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_DGG.png|32px]]<br>'''Damn Good Ground'''|| ''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.''<br />
|- align="center" <br />
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]<br>'''Close Combat Specialist''' || ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.'' <br />
|- align="center" <br />
| [[File:HEAVY_DANGERZONE.png|32px]]<br>'''Danger Zone''' || ''Increases area of effect for Suppression, rocket launchers and offensive grenades.'' <br />
|- align="center" <br />
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''<br />
|- align="center" <br />
| [[File:HEAVY_MAYHEM.png|32px]]<br>'''Mayhem''' || ''Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.''<br />
|- align="center" <br />
| [[File:ABILITY READYFORANYTHING.png|32px]]<br>'''Ready for Anything''' || ''If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.''<br />
|- align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|- align="center" <br />
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|- align="center" <br />
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''<br />
|- align="center" <br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|- align="center" <br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY_DANGERZONE.png|32px]]<br>'''Danger Zone''' || ''Increases area of effect for Suppression, rocket launchers and offensive grenades.'' <br />
|- align="center" <br />
|}<br />
<br />
<br clear=right><br />
<br />
==Chryssalid==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]<br />
|hp=8-62<br />
|aim=∞<br />
|defense=10-30<br />
|will=120<br />
|move=20-25<br />
}}<br />
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad 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.<br />
<br />
AP/frag 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 half, 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 Specialist 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.<br />
<br />
Chryssalids on a terror mission will ''always'' spawn Zombies from civilians they kill offscreen - 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.<br />
<br />
Some Chryssalid Squad 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.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Chryssalid Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only<br />
|- align="center" <br />
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only<br />
|- align="center" <br />
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only<br />
|- align="center" <br />
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only<br />
|- align="center" <br />
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Chryssalid Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ALIEN_IMPLANT.png|32px]]<br>'''Implant''' || ''Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.''<br><br />
|- align="center" <br />
| [[File:ALIEN_POISON.png|32px]]<br>'''Poisonous Claws''' || ''Has a chance to apply acid to enemies wounded with melee attacks.''<br />
|-align="center"<br />
| [[File:ALIEN_LEAP.png|32px]]<br>'''Leap''' || ''Allows vertical leaps onto elevated surfaces during movement.''<br />
|-align="center"<br />
| |[[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''<br />
|-align="center"<br />
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]<br>'''Adaptive Bone Marrow*''' || ''Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]<br>'''Lightning Reflexes''' || ''The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.''<br />
|- align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.'<br />
|-align="center"<br />
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''<br />
|-align="center"<br />
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|-align="center"<br />
|}<br />
<br />
<br clear=right><br />
<br />
==Zombie==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Zombie_1_(EU2012).png|125px]]<br />
|hp=12-23<br />
|aim=∞<br />
|defense=0<br />
|will=120<br />
|move=9-13<br />
}}<br />
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.<br />
<br />
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.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Zombie Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only<br />
|- align="center" <br />
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only<br />
|- align="center" <br />
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only<br />
|- align="center" <br />
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only<br />
|- align="center" <br />
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only<br />
|- align="center" <br />
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Zombie Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration*''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.'<br />
|-align="center"<br />
|}<br clear=right><br />
<br />
==Seeker==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Seeker_(EU2012).png|125px]]<br />
|hp=4-53<br />
|aim=65-89<br />
|defense=0-15<br />
|will=0<br />
|move=16-22<br />
|fuel=32<br />
}}<br />
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads 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.<br />
<br />
Battle Scanners are available to any soldier 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.<br />
<br />
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch, or rarely attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. 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 the squad instead.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Seeker Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0<br />
|- align="center" <br />
| Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0<br />
|- align="center" <br />
| Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0<br />
|- align="center" <br />
| Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Seeker Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ABILITY GHOST.png|32px]]<br>'''Stealth''' || ''The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.''<br />
|- align="center" <br />
| [[File:STRANGLE.png|32px]]<br>'''Strangle''' || ''Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.''<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ABILITY GHOST.png|32px]]<br> '''Unlimited Stealth''' || ''The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.''<br />
|- align="center" <br />
| [[File:HEAVY_HOLO.png|32px]]<br>'''Holo-Targeting''' || ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''<br />
|- align="center" <br />
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|- align="center" <br />
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''<br />
|- align="center" <br />
| [[File:MEC_PLATFORM_STABILITY.png|32px]]<br>'''Platform Stability''' || ''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
|- align="center" <br />
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|- align="center" <br />
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]<br> '''Close Encounters''' || ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ABILITY GHOST.png|32px]]<br>'''Unlimited Stealth''' || ''The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.''<br />
|-<br />
|}<br clear=right><br />
<br />
==Muton==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Muton_1_(EU2012).png|125px]]<br />
|hp=8-40<br />
|aim=70-110<br />
|defense=10-29<br />
|will=10-47<br />
|move=12<br />
}}<br />
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Muton Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| Alien Grenade || 5 || NA || NA <br />
|- align="center"<br />
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 <br />
|- align="center"<br />
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 <br />
|- align="center"<br />
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 <br />
|- align="center"<br />
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Muton Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_BLOODCALL.png|32px]]<br>'''Blood Call''' || ''Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.''<br />
|- align="center" <br />
| [[File:ALIEN_INTIMIDATE.png|32px]]<br>'''Intimidate''' || ''Reacts unpredictably when wounded, provoking panic in enemies.<br>Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SUPPORT_COVERINGFIRE.png|32px]]<br>'''Covering Fire''' || ''Allows reaction shot to trigger on enemy attacks, not just movement.''<br />
|-align="center" <br />
| [[File:SNIPER_OPPORTUNIST.png|32px]]<br>'''Opportunist''' || ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.''<br />
|-align="center" <br />
| [[File:HEAVY_HEAT_AMMO.png|32px]]<br>'''Heat Warheads''' || ''Rockets and grenades do additional damage to robotic enemies.''<br />
|-align="center" <br />
| [[File:ALIEN_BOMBARD.png|32px]]<br>'''Bombard''' || ''Throw or launch grenades over exceptionally long distances.''<br />
|-align="center" <br />
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]<br>'''Will to Survive''' || ''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|-align="center" <br />
| [[File:SUPPORT_SENTINEL.png|32px]]<br>'''Sentinel''' || ''Allows two reaction shots during Overwatch, instead of only one.''<br />
|-align="center" <br />
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up ''' || ''Firing with the first action no longer ends turn.''<br />
|-align="center" <br />
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|-align="center" <br />
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''<br />
|-align="center" <br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|-align="center" <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SUPPORT_COVERINGFIRE.png|32px]]<br>'''Covering Fire''' || ''Allows reaction shot to trigger on enemy attacks, not just movement.''<br />
|- align="center" <br />
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]<br>'''Hyper Reactive Pupils''' || ''Confers +10 Aim to any shot after a miss.''<br />
|- align="center" <br />
| [[File:Depth_Perception_(EU2012).png|32px]]<br>'''Depth Perception''' || ''Height Advantage confers an additional +5 Aim and +5 critical chance.''<br />
|- align="center" <br />
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''<br />
|-<br />
|}<br />
<br clear=right><br />
<br />
==Cyberdisc==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]<br />
|hp=18-55<br />
|aim=70-92<br />
|defense=0<br />
|will=0<br />
|move=18-21<br />
|fuel=32<br />
}}<br />
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour 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.<br />
<br />
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. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. <br />
<br />
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.<br />
<br />
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.<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Cyberdisc Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Alien Grenade || 5 || NA || NA <br />
|- align="center" <br />
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 <br />
|- align="center" <br />
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 <br />
|- align="center" <br />
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 <br />
|- align="center" <br />
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 <br />
|- align="center" <br />
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 <br />
|- align="center" <br />
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Cyberdisc Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.'' <br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]<br>'''Death Blossom'''|| ''Project an intense energy field from Closed position, damaging all nearby enemies.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''<br />
|- align="center"<br />
| [[File:ALIEN_BOMBARD.png|32px]]<br>'''Bombard''' || ''Throw or launch grenades over exceptionally long distances.''<br />
|- align="center"<br />
| [[File:MEC_DAMAGE_CONTROL.png|32px]]<br> '''Damage Control''' || ''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|- align="center"<br />
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|- align="center"<br />
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|- align="center" <br />
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]<br> '''Reactive Targeting Sensors''' || ''Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there's enough ammo to do so.''<br />
|- align="center"<br />
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up ''' || ''Firing with the first action no longer ends turn.''<br />
|- align="center"<br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.<br />
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.<br />
<br clear=right><br />
<br />
==Mechtoid==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Mechtoid_(EU2012).png|125px]]<br />
|hp=25-50<br />
|shield=6-16<br />
|aim=75-93<br />
|defense=0<br />
|will=0<br />
|move=14-15<br />
}}<br />
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.<br />
<br />
Mechtoids are very 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. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.<br />
<br />
It is worth noting that 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.<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Mechtoid Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 <br />
|- align="center" <br />
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 <br />
|- align="center" <br />
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 <br />
|- align="center" <br />
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Mechtoid Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up ''' || ''Firing with the first action no longer ends turn.''<br />
|- align="center"<br />
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_EXECUTIONER.png|32px]]<br>'''Executioner''' || ''Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.''<br />
|- align="center" <br />
| [[File:MEC_PLATFORM_STABILITY.png|32px]]<br>'''Platform Stability''' || ''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
|- align="center"<br />
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]<br>'''Advanced Fire Control''' || ''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|- align="center"<br />
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|- align="center"<br />
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|- align="center"<br />
| [[File:HEAVY RAPIDREACTION.png|32px]]<br>'''Rapid Reaction''' || ''Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.''<br />
|- align="center"<br />
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]<br> '''Reactive Targeting Sensors''' || ''Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there's enough ammo to do so.''<br />
|- align="center"<br />
| [[File:MEC_ABSORTION_FIELDS.png|32px]]<br>'''Absorption Fields''' || ''Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|- align="center"<br />
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''<br />
|-<br />
|}<br />
<br />
<br />
'''Notes'''<br />
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.<br clear=right><br />
<br />
==Berserker==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Berserker_(EU2012).png|125px]]<br />
|hp=25-78<br />
|aim=∞<br />
|defense=20-30<br />
|will=80<br />
|move=17-21<br />
}}<br />
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.<br />
<br />
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 neutralise 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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Berserker Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Berserker Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''<br />
|- align="center" <br />
| [[File:ALIEN_INTIMIDATE.png|32px]]<br>'''Intimidate''' || ''Reacts unpredictably when wounded, provoking panic in enemies.<br>Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.''<br />
|- align="center" <br />
| [[File:ALIEN_BLOODLUST.png|32px]]<br>'''Bloodlust'''|| ''Allows the Berserker to charge an enemy that wounds it.''<br />
|- align="center" <br />
| |[[File:ALIEN_BULLRUSH.png|32px]]<br>'''Bull Rush'''|| ''Charge in a straight line through cover to unleash a devastating melee attack''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|- align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|- align="center" <br />
| [[File:Neural_Damping_(EU2012).png|32px]]<br>'''Neural Damping''' || ''Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.''<br />
|-align="center"<br />
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''<br />
|-align="center" <br />
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. <br clear=right><br />
<br />
==Heavy Floater==<br />
[[File:537px-Heavyfloater.jpg|right|thumb]]<br />
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC's and Shiv's, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. <br />
<br />
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|-align="center" <br />
| [[File:HEAVY_HEAT_AMMO.png|32px]]<br>'''Heat Ammo''' || ''Primary weapon does additional damage to robotic enemies.''<br />
|-align="center" <br />
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]<br>'''Close Encounters''' || ''The first standard shot made within 4 tiles of the target does not cost an action.''<br />
|-align="center" <br />
| [[File:ALIEN BOMBARD.png|32px]]<br> '''Bombard''' || ''Throw or launch grenades over exceptionally long distances.''<br />
|-align="center" <br />
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''<br />
|-align="center" <br />
| [[File:ABILITY READYFORANYTHING.png|32px]]<br>'''Ready for Anything''' || ''If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.''<br />
|-align="center" <br />
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]<br>'''Will to Survive''' || ''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|-align="center" <br />
| [[File:HEAVY_MAYHEM.png|32px]]<br>'''Mayhem''' || ''Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.''<br />
|- align="center" <br />
| [[File:HEAVY_DANGERZONE.png|32px]]<br>'''Danger Zone''' || ''Increases area of effect for Suppression, rocket launchers and offensive grenades.'' <br />
|- align="center" <br />
|}<br />
==Sectopod==<br />
[[File:Sectopod 2 (EU2012).png|right|thumb]]<br />
Massive mechanical war machines, Sectopods are similar to their original 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.<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|-align="center" <br />
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''<br />
|-align="center" <br />
| [[File:SUPPORT_SENTINEL.png|32px]]<br>'''Sentinel''' || ''Allows two reaction shots during Overwatch, instead of only one.''<br />
|-align="center" <br />
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]<br> '''Reactive Targeting Sensors''' || ''Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there's enough ammo to do so.''<br />
|-align="center" <br />
| [[File:HEAVY BULLETSWARM.png|32px]]<br>'''Light 'Em Up''' || ''Firing with the first action no longer ends turn.''<br />
|-align="center" <br />
| [[File:MEC_ABSORTION_FIELDS.png|32px]]<br>'''Absorption Fields''' || ''Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|-align="center" <br />
|}<br />
[[Category: Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&diff=59307Alien Life Forms (Long War)2014-08-29T14:47:50Z<p>Darkstelios: </p>
<hr />
<div>[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]<br />
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.<br />
<br />
Each "pod" will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.<br />
<br />
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.<br />
<br />
<br />
==Sectoid==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Sectoid (EU2012).png|125px]]<br />
|hp=3-20<br />
|aim=65-115<br />
|defense=0-15<br />
|will=5-105<br />
|move=12<br />
}}<br />
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, Mind Fray and Psi Panic. The good news is that Mind Fray 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 squad leaders get the Low Profile perk.<br />
<br />
Rewards: Sectoids carry plasma 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 slight boost to the requesting nations defense against panic.<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Sectoid Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0<br />
|- align="center" <br />
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0<br />
|- align="center" <br />
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0<br />
|- align="center" <br />
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Sectoid Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty and limited AOE range.''<br />
|-align="center" <br />
| [[File:PSIONIC MINDMERGE.png|32px]]<br>'''Mind Merge''' || ''Psionically assist an ally, granting the ally an array of stat bonuses.<br> ''<br />
|- align="center" <br />
| [[File:PSIONIC_MINDFRAY.png|32px]]<br>'''Mind Fray'''|| ''Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.''<br />
|- align="center" <br />
|[[File:PSIONIC PANIC.png|32px]]<br>'''Psi Panic'''|| ''Cause target to panic if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_LOWPROFILE.png|32px]]<br>'''Low Profile''' || ''Makes partial cover count as full.''<br />
|-align="center" <br />
| [[File:SNIPER GUNSLINGER.png|32px]]<br>'''Gunslinger''' || ''Confers +1 extra damage to all pistol type weapons. Furthermore eliminates any range penalties for pistols.''<br />
|-align="center" <br />
| [[File:ASSAULT BRINGTHEMON.png|32px]]<br>'''Bring 'Em On''' || ''Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)''<br />
|-align="center" <br />
| [[File:HEAVY RAPIDREACTION.png|32px]]<br>'''Rapid Reaction''' || ''Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.''<br />
|-align="center" <br />
| [[File:SNIPER OPPORTUNIST.png|32px]]<br>'''Opportunist''' || ''Negates aim penalties for Overwatch shots.''<br />
|-align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|-align="center" <br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|-align="center" <br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_LOWPROFILE.png|32px]]<br>'''Low Profile''' || ''Makes partial cover count as full.''<br />
|-align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|}<br />
<br />
==Drone==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Drone (EU2012).jpg|125px]]<br />
|hp=3-56<br />
|aim=60-100<br />
|defense=0-20<br />
|will=0<br />
|move=12-14<br />
|fuel=32<br />
}}<br />
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, 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. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.<br />
<br />
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter. Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Drone Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Drone Beam || 1 to 3 || 3 to 5 || 0<br />
|- align="center" <br />
| Upgraded Drone Beam I || 2 to 4 || 3 to 6 || 0 <br />
|- align="center" <br />
| Upgraded Drone Beam II || 3 to 5 || 5 to 8 || 0 <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Drone Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ALIEN REPAIR.png|32px]]<br>'''Repair''' || ''Repairs robotic units.''<br />
|- align="center" <br />
| [[File:ALIEN_OVERLOAD.png|32px]]<br>'''Overload''' || ''Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's.''.<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br><br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|- align="center"<br />
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY_HOLO.png|32px]]<br>'''Holo-Targeting''' || ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''<br />
|-align="center" <br />
| [[File:MEC_ABSORTION_FIELDS.png|32px]]<br>'''Absorption Fields''' || ''Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|-align="center" <br />
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up''' || ''Firing the primary weapon as the first action of your turn no longer ends your turn.''<br />
|-align="center" <br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
|- align="center" <br />
| [[File:HEAVY_HOLO.png|32px]]<br>'''Holo-Targeting''' || ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''<br />
|}<br />
<br />
==Outsider==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Outsider (EU2012).jpg|125px]]<br />
|hp=10-33<br />
|aim=75-130<br />
|defense=0-25<br />
|will=20<br />
|move=12-18<br />
}}<br />
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 or 4.<br />
<br />
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 plasma carbines means they may well win. Neutralising 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.<br />
<br />
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 light plasma rifles.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Outsider Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Outsider Light Plasma Rifle || 4 to 6 || 7 to 9 || 10<br />
|- align="center" <br />
| Upgraded Outsider Light Plasma Rifle I || 5 to 7 || 8 to 11 || 10<br />
|- align="center" <br />
| Upgraded Outsider Light Plasma Rifle II || 6 to 8 || 9 to 12 || 10<br />
|- align="center" <br />
| Upgraded Outsider Light Plasma Rifle III || 7 to 9 || 11 to 14 || 10<br />
|- align="center" <br />
| Upgraded Outsider Light Plasma Rifle IV || 8 to 10 || 12 to 15 || 20<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Outsider Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty and limited AOE range.''<br />
|-align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|-align="center" <br />
| [[File:ABILITY READYFORANYTHING.png|32px]]<br>'''Ready for Anything''' || ''If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.''<br />
|-align="center" <br />
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.<br />
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.<br />
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.<br />
<br />
<br clear=right><br />
<br />
==Thin Man==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]<br />
|hp=5-33<br />
|aim=70-135<br />
|defense=0-25<br />
|will=15-46<br />
|move=15<br />
}}<br />
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 and mobility 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 (dashing will cause 2 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 armour 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.<br />
<br />
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses. These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x). The Thin Man interrogation gives a 25% research credit towards laser weaponry.<br />
{| class="wikitable" width="70%" <br />
|+ Thin Man Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Thin Man Plasma Light Rifle || 4 to 6 || 7 to 9 || 10<br />
|- align="center" <br />
| Upgraded Thin Man Plasma Light Rifle I || 5 to 7 || 8 to 11 || 15<br />
|- align="center" <br />
| Upgraded Thin Man Plasma Light Rifle II || 6 to 8 || 9 to 12 || 15<br />
|- align="center" <br />
| Upgraded Thin Man Plasma Light Rifle III || 7 to 9 || 11 to 14 || 25<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Thin Man Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty and limited AOE range.''<br />
|- align="center" <br />
| [[File:ALIEN_POISON.png|32px]]<br>'''Poison Spit'''|| ''Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.''<br />
|- align="center" <br />
| [[File:ALIEN_LEAP.png|32px]]<br>'''Leap''' || ''Allows vertical leaps onto elevated surfaces during movement.''<br />
|- align="center" <br />
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]<br>'''Adaptive Bone Marrow*''' || ''Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_EXECUTIONER.png|32px]]<br>'''Executioner''' || ''Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.''<br />
|- align="center" <br />
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]<br>'''Close Encounters'''|| ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|- align="center" <br />
| [[File:SHARPSHOOTER.png|32px]]<br>'''Sharpshooter''' || ''Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.''<br />
|- align="center" <br />
| [[File:ALIEN_BOMBARD.png|32px]]<br>'''Bombard''' || ''Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.''<br />
|- align="center" <br />
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''<br />
|- align="center" <br />
| [[File:HEAVY RAPIDREACTION.png|32px]]<br>'''Rapid Reaction''' || ''Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.''<br />
|- align="center" <br />
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''<br />
|- align="center" <br />
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]<br>'''Lightning Reflexes''' || ''The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.''<br />
|-align="center" <br />
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|-align="center" <br />
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''<br />
|-align="center" <br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|-align="center" <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_EXECUTIONER.png|32px]]<br>'''Executioner''' || ''Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.''<br />
|- align="center" <br />
| [[File:SNIPER_DGG.png|32px]]<br>'''Damn Good Ground'''|| ''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.''<br />
|- align="center" <br />
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''<br />
|- align="center" <br />
|- align="center" <br />
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]<br>'''Lightning Reflexes''' || ''The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.''<br />
|-align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|- align="center" <br />
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''<br />
|- align="center" <br />
|-<br />
|}<br clear=right><br />
<br />
'''Notes'''<br />
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.<br />
<br />
==Floater==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Floater_1_(EU2012).png|125px]]<br />
|hp=5-45<br />
|aim=70-132<br />
|defense=0-15<br />
|will=15-50<br />
|move=15<br />
|fuel=32<br />
}}<br />
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Floater Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Floater Plasma Light Rifle || 4 to 6 || 7 to 9 || 10<br />
|- align="center" <br />
| Upgraded Floater Plasma Light Rifle I || 5 to 7 || 8 to 11 || 10<br />
|- align="center" <br />
| Upgraded Floater Plasma Light Rifle II || 6 to 8 || 9 to 12 || 10<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Floater Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br><br />
|- align="center" <br />
| [[File:ALIEN_LAUNCH.png|32px]]<br>'''Launch''' || ''Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.<br> Will end the Floater's turn.'' <br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_DGG.png|32px]]<br>'''Damn Good Ground'''|| ''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.''<br />
|- align="center" <br />
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]<br>'''Close Combat Specialist''' || ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.'' <br />
|- align="center" <br />
| [[File:HEAVY_DANGERZONE.png|32px]]<br>'''Danger Zone''' || ''Increases area of effect for Suppression, rocket launchers and offensive grenades.'' <br />
|- align="center" <br />
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''<br />
|- align="center" <br />
| [[File:HEAVY_MAYHEM.png|32px]]<br>'''Mayhem''' || ''Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.''<br />
|- align="center" <br />
| [[File:ABILITY READYFORANYTHING.png|32px]]<br>'''Ready for Anything''' || ''If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.''<br />
|- align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|- align="center" <br />
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|- align="center" <br />
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''<br />
|- align="center" <br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|- align="center" <br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY_DANGERZONE.png|32px]]<br>'''Danger Zone''' || ''Increases area of effect for Suppression, rocket launchers and offensive grenades.'' <br />
|- align="center" <br />
|}<br />
<br />
<br clear=right><br />
<br />
==Chryssalid==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]<br />
|hp=8-62<br />
|aim=∞<br />
|defense=10-30<br />
|will=120<br />
|move=20-25<br />
}}<br />
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad 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.<br />
<br />
AP/frag 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 half, 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 Specialist 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.<br />
<br />
Chryssalids on a terror mission will ''always'' spawn Zombies from civilians they kill offscreen - 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.<br />
<br />
Some Chryssalid Squad 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.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Chryssalid Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only<br />
|- align="center" <br />
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only<br />
|- align="center" <br />
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only<br />
|- align="center" <br />
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only<br />
|- align="center" <br />
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Chryssalid Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ALIEN_IMPLANT.png|32px]]<br>'''Implant''' || ''Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.''<br><br />
|- align="center" <br />
| [[File:ALIEN_POISON.png|32px]]<br>'''Poisonous Claws''' || ''Has a chance to apply acid to enemies wounded with melee attacks.''<br />
|-align="center"<br />
| [[File:ALIEN_LEAP.png|32px]]<br>'''Leap''' || ''Allows vertical leaps onto elevated surfaces during movement.''<br />
|-align="center"<br />
| |[[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''<br />
|-align="center"<br />
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]<br>'''Adaptive Bone Marrow*''' || ''Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]<br>'''Lightning Reflexes''' || ''The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.''<br />
|- align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.'<br />
|-align="center"<br />
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''<br />
|-align="center"<br />
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|-align="center"<br />
|}<br />
<br />
<br clear=right><br />
<br />
==Zombie==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Zombie_1_(EU2012).png|125px]]<br />
|hp=12-23<br />
|aim=∞<br />
|defense=0<br />
|will=120<br />
|move=9-13<br />
}}<br />
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.<br />
<br />
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.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Zombie Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only<br />
|- align="center" <br />
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only<br />
|- align="center" <br />
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only<br />
|- align="center" <br />
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only<br />
|- align="center" <br />
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only<br />
|- align="center" <br />
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Zombie Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration*''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.'<br />
|-align="center"<br />
|}<br clear=right><br />
<br />
==Seeker==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Seeker_(EU2012).png|125px]]<br />
|hp=4-53<br />
|aim=65-89<br />
|defense=0-15<br />
|will=0<br />
|move=16-22<br />
|fuel=32<br />
}}<br />
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads 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.<br />
<br />
Battle Scanners are available to any soldier 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.<br />
<br />
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch, or rarely attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. 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 the squad instead.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Seeker Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0<br />
|- align="center" <br />
| Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0<br />
|- align="center" <br />
| Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0<br />
|- align="center" <br />
| Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Seeker Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ABILITY GHOST.png|32px]]<br>'''Stealth''' || ''The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.''<br />
|- align="center" <br />
| [[File:STRANGLE.png|32px]]<br>'''Strangle''' || ''Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.''<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ABILITY GHOST.png|32px]]<br> '''Unlimited Stealth''' || ''The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.''<br />
|- align="center" <br />
| [[File:HEAVY_HOLO.png|32px]]<br>'''Holo-Targeting''' || ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''<br />
|- align="center" <br />
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|- align="center" <br />
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''<br />
|- align="center" <br />
| [[File:MEC_PLATFORM_STABILITY.png|32px]]<br>'''Platform Stability''' || ''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
|- align="center" <br />
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|- align="center" <br />
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]<br> '''Close Encounters''' || ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:ABILITY GHOST.png|32px]]<br>'''Unlimited Stealth''' || ''The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.''<br />
|-<br />
|}<br clear=right><br />
<br />
==Muton==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Muton_1_(EU2012).png|125px]]<br />
|hp=8-40<br />
|aim=70-110<br />
|defense=10-29<br />
|will=10-47<br />
|move=12<br />
}}<br />
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Muton Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| Alien Grenade || 5 || NA || NA <br />
|- align="center"<br />
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 <br />
|- align="center"<br />
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 <br />
|- align="center"<br />
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 <br />
|- align="center"<br />
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Muton Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves. The target also suffers a -30 Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_BLOODCALL.png|32px]]<br>'''Blood Call''' || ''Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.''<br />
|- align="center" <br />
| [[File:ALIEN_INTIMIDATE.png|32px]]<br>'''Intimidate''' || ''Reacts unpredictably when wounded, provoking panic in enemies.<br>Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SUPPORT_COVERINGFIRE.png|32px]]<br>'''Covering Fire''' || ''Allows reaction shot to trigger on enemy attacks, not just movement.''<br />
|-align="center" <br />
| [[File:SNIPER_OPPORTUNIST.png|32px]]<br>'''Opportunist''' || ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.''<br />
|-align="center" <br />
| [[File:HEAVY_HEAT_AMMO.png|32px]]<br>'''Heat Warheads''' || ''Rockets and grenades do additional damage to robotic enemies.''<br />
|-align="center" <br />
| [[File:ALIEN_BOMBARD.png|32px]]<br>'''Bombard''' || ''Throw or launch grenades over exceptionally long distances.''<br />
|-align="center" <br />
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]<br>'''Will to Survive''' || ''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|-align="center" <br />
| [[File:SUPPORT_SENTINEL.png|32px]]<br>'''Sentinel''' || ''Allows two reaction shots during Overwatch, instead of only one.''<br />
|-align="center" <br />
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up ''' || ''Firing with the first action no longer ends turn.''<br />
|-align="center" <br />
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|-align="center" <br />
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''<br />
|-align="center" <br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|-align="center" <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SUPPORT_COVERINGFIRE.png|32px]]<br>'''Covering Fire''' || ''Allows reaction shot to trigger on enemy attacks, not just movement.''<br />
|- align="center" <br />
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]<br>'''Hyper Reactive Pupils''' || ''Confers +10 Aim to any shot after a miss.''<br />
|- align="center" <br />
| [[File:Depth_Perception_(EU2012).png|32px]]<br>'''Depth Perception''' || ''Height Advantage confers an additional +5 Aim and +5 critical chance.''<br />
|- align="center" <br />
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''<br />
|-<br />
|}<br />
<br clear=right><br />
<br />
==Cyberdisc==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]<br />
|hp=18-55<br />
|aim=70-92<br />
|defense=0<br />
|will=0<br />
|move=18-21<br />
|fuel=32<br />
}}<br />
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour 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.<br />
<br />
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. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. <br />
<br />
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.<br />
<br />
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.<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Cyberdisc Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Alien Grenade || 5 || NA || NA <br />
|- align="center" <br />
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 <br />
|- align="center" <br />
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 <br />
|- align="center" <br />
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 <br />
|- align="center" <br />
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 <br />
|- align="center" <br />
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 <br />
|- align="center" <br />
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Cyberdisc Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''<br />
|- align="center" <br />
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.'' <br />
|- align="center" <br />
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''<br />
|- align="center" <br />
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]<br>'''Death Blossom'''|| ''Project an intense energy field from Closed position, damaging all nearby enemies.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''<br />
|- align="center"<br />
| [[File:ALIEN_BOMBARD.png|32px]]<br>'''Bombard''' || ''Throw or launch grenades over exceptionally long distances.''<br />
|- align="center"<br />
| [[File:MEC_DAMAGE_CONTROL.png|32px]]<br> '''Damage Control''' || ''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|- align="center"<br />
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|- align="center"<br />
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|- align="center" <br />
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]<br> '''Reactive Targeting Sensors''' || ''Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there's enough ammo to do so.''<br />
|- align="center"<br />
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up ''' || ''Firing with the first action no longer ends turn.''<br />
|- align="center"<br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.<br />
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.<br />
<br clear=right><br />
<br />
==Mechtoid==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Mechtoid_(EU2012).png|125px]]<br />
|hp=25-50<br />
|shield=6-16<br />
|aim=75-93<br />
|defense=0<br />
|will=0<br />
|move=14-15<br />
}}<br />
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.<br />
<br />
Mechtoids are very 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. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.<br />
<br />
It is worth noting that 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.<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Mechtoid Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance <br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 <br />
|- align="center" <br />
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 <br />
|- align="center" <br />
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 <br />
|- align="center" <br />
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 <br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Mechtoid Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up ''' || ''Firing with the first action no longer ends turn.''<br />
|- align="center"<br />
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:SNIPER_EXECUTIONER.png|32px]]<br>'''Executioner''' || ''Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.''<br />
|- align="center" <br />
| [[File:MEC_PLATFORM_STABILITY.png|32px]]<br>'''Platform Stability''' || ''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
|- align="center"<br />
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]<br>'''Advanced Fire Control''' || ''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|- align="center"<br />
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|- align="center"<br />
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|- align="center"<br />
| [[File:HEAVY RAPIDREACTION.png|32px]]<br>'''Rapid Reaction''' || ''Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.''<br />
|- align="center"<br />
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]<br> '''Reactive Targeting Sensors''' || ''Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there's enough ammo to do so.''<br />
|- align="center"<br />
| [[File:MEC_ABSORTION_FIELDS.png|32px]]<br>'''Absorption Fields''' || ''Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Navigator Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''<br />
|- align="center"<br />
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''<br />
|-<br />
|}<br />
<br />
<br />
'''Notes'''<br />
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.<br clear=right><br />
<br />
==Berserker==<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Berserker_(EU2012).png|125px]]<br />
|hp=25-78<br />
|aim=∞<br />
|defense=20-30<br />
|will=80<br />
|move=17-21<br />
}}<br />
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.<br />
<br />
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 neutralise 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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Berserker Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only<br />
|- align="center"<br />
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Berserker Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''<br />
|- align="center" <br />
| [[File:ALIEN_INTIMIDATE.png|32px]]<br>'''Intimidate''' || ''Reacts unpredictably when wounded, provoking panic in enemies.<br>Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.''<br />
|- align="center" <br />
| [[File:ALIEN_BLOODLUST.png|32px]]<br>'''Bloodlust'''|| ''Allows the Berserker to charge an enemy that wounds it.''<br />
|- align="center" <br />
| |[[File:ALIEN_BULLRUSH.png|32px]]<br>'''Bull Rush'''|| ''Charge in a straight line through cover to unleash a devastating melee attack''<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|- align="center" <br />
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''<br />
|- align="center" <br />
| [[File:Neural_Damping_(EU2012).png|32px]]<br>'''Neural Damping''' || ''Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.''<br />
|-align="center"<br />
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''<br />
|-align="center" <br />
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. <br clear=right><br />
<br />
==Heavy Floater==<br />
[[File:537px-Heavyfloater.jpg|right|thumb]]<br />
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC's and Shiv's, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. <br />
<br />
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.<br />
<br />
<br />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Heavy Floater squad leaders<br />
|-<br />
| Repair Servos<br />
|-<br />
| Heat Ammo<br />
|-<br />
| Close and Personal<br />
|-<br />
| Bombard<br />
|-<br />
| Tactical Sense<br />
|-<br />
| Ready for Anything<br />
|-<br />
| Will to Survive<br />
|-<br />
| Mayhem<br />
|-<br />
| Danger Zone<br />
|-<br />
|}<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|-align="center" <br />
| [[File:HEAVY_HEAT_AMMO.png|32px]]<br>'''Heat Ammo''' || ''Primary weapon does additional damage to robotic enemies.''<br />
|-align="center" <br />
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]<br>'''Close Encounters''' || ''The first standard shot made within 4 tiles of the target does not cost an action.''<br />
|-align="center" <br />
| [[File:ALIEN BOMBARD.png|32px]]<br> '''Bombardier''' || ''Throw or launch grenades over exceptionally long distances.''<br />
|-align="center" <br />
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''<br />
|-align="center" <br />
| [[File:ABILITY READYFORANYTHING.png|32px]]<br>'''Ready for Anything''' || ''If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.''<br />
|-align="center" <br />
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]<br>'''Will to Survive''' || ''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|-align="center" <br />
| [[File:HEAVY_MAYHEM.png|32px]]<br>'''Mayhem''' || ''Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.''<br />
|- align="center" <br />
| [[File:HEAVY_DANGERZONE.png|32px]]<br>'''Danger Zone''' || ''Increases area of effect for Suppression, rocket launchers and offensive grenades.'' <br />
|- align="center" <br />
|}<br />
==Sectopod==<br />
[[File:Sectopod 2 (EU2012).png|right|thumb]]<br />
Massive mechanical war machines, Sectopods are similar to their original 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.<br />
<br />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Sectopod squad leaders<br />
|-<br />
| Repair Servos<br />
|-<br />
| Automated Threat Assessment<br />
|-<br />
| Sentinel<br />
|-<br />
| Reactive Targeting Sensors<br />
|-<br />
| Light 'Em Up<br />
|-<br />
| Absorption Field<br />
|-<br />
|}<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Possible Squad Leader Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|-align="center" <br />
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''<br />
|-align="center" <br />
| [[File:SUPPORT_SENTINEL.png|32px]]<br>'''Sentinel''' || ''Allows two reaction shots during Overwatch, instead of only one.''<br />
|-align="center" <br />
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]<br> '''Reactive Targeting Sensors''' || ''Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there's enough ammo to do so.''<br />
|-align="center" <br />
| [[File:HEAVY BULLETSWARM.png|32px]]<br>'''Light 'Em Up''' || ''Firing with the first action no longer ends turn.''<br />
|-align="center" <br />
| [[File:MEC_ABSORTION_FIELDS.png|32px]]<br>'''Absorption Fields''' || ''Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|-align="center" <br />
|}<br />
[[Category: Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Gene_Mods_(Long_War)&diff=59086Gene Mods (Long War)2014-08-22T13:00:06Z<p>Darkstelios: </p>
<hr />
<div>Gene mods work similarly to how they work in vanilla, though the set of available mods is different.<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! Name<br />
! Slot<br />
! Prerequisite <br />
! Cost (Meld/$)<br />
! Description<br />
|-<br />
| '''Neural Damping''' || Brain || Berserker Autopsy || 15/20 || Confers immunity to panic and all mind affecting psionic attacks. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped. Imposes +6 hours fatigue.<br />
|-<br />
| '''Smart Macrophages''' || Brain || Sectoid Autopsy || 8/15 || Confers immunity to acid, and medikits and restorative mist heal +2 on this soldier. Imposes +3 hours fatigue.<br />
|-<br />
| '''Hyper-reactive Pupils''' || Eyes || Xenogenetics || 4/10 || Confers +10 Aim to any shot after a miss. Imposes +3 hours fatigue.<br />
|-<br />
| '''Depth Perception''' || Eyes || Xenogenetics || 4/10 || Height Advantage confers an additional +5 Aim and +5 critical chance. Imposes +3 hours fatigue.<br />
|-<br />
| '''Secondary Heart''' || Chest || Muton Elite Autopsy || 15/50 || Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds.{{verify}}Imposes +6 hours fatigue.<br />
|-<br />
| '''Adrenal Neurosympathy''' || Chest || Muton Autopsy || 10/20 || Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates.{{verify}} Imposes +9 hours fatigue.<br />
|-<br />
| '''Bioelectric Skin''' || Skin || Seeker Autopsy || 10/25 || The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. Imposes +6 hours fatigue.<br />
|-<br />
| '''Iron Skin''' || Skin || Cyberdisc Autopsy || 10/20 || Confers 1.0 [[Damage (Long War)#Damage Reduction|damage reduction]]. Imposes +12 hours fatigue.<br />
|-<br />
| '''Muscle-fiber Density''' || Legs || Thin Man Autopsy || 12/20 || Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. Imposes +9 hours fatigue.<br />
|-<br />
| '''Adaptive Bone Marrow''' || Legs || Chryssalid Autopsy || 15/30 || Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.{{verify}} Imposes +9 hours fatigue.<br />
|}<br />
<br />
Gene mods are relatively cheap for their benefit, both in terms of cash and, to a lesser extent, Meld, but bear in mind that because you need to swap out soldiers on missions due to fatigue, you'll get less benefit from each gene mod than you would in vanilla.<br />
<br />
[[Category: Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Change_Log_(Long_War)&diff=58948Change Log (Long War)2014-08-18T13:19:02Z<p>Darkstelios: /* Beta 13 */</p>
<hr />
<div>''New bug reports should go to the developers' feedback thread on the [http://forums.nexusmods.com/index.php?/forum/665-xcom-file-discussions/ Nexus Forum].''<br />
<br />
== Beta 13 ==<br />
* Mind Merge will heal too many hit points.<br />
* Geoscape rarely becomes semi-frozen after missions (clock doesn't roll for item construction, Skyranger does not return from mission site). Have savegame, no idea what causes this. (Similarly: Scan for Activity will roll forward one minute then freeze with no event notice. Exiting and re-entering the Geoscape shows a country had made a resource request but the window saying as much was not being shown.)<br />
* Aliens sometimes start out in view of squad<br />
* Lock N' Load perk doesn't work for MECs; turn ends on reload<br />
* Female weapon models not aligning with pawn correctly<br />
* MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.<br />
* Reaper Rounds FX not working on Battle Rifle. (XComProjectile.InitFX)<br />
* Marksman's Rifle looks a little small in the HUD<br />
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.<br />
* Dismissed officers do not see billet recycled back<br />
* The UI for the Covert Operations is overlayed on top of the select soldier UI if you click too fast. [http://ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg image]<br />
* Very rarely, an AP grenade will be unable to damage a unit, regardless of whether they are in cover or not and regardless of the position of the thrown grenade. (Noticed when an EXALT operative did not glow red when free aiming the grenade, even though he was not in any cover.) [http://ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg image]<br />
* Removing all equipment on a trooper armed with a Sawed-Off Shotgun will display the IMG placeholder. (Visual bug only, does not prevent any secondary weapon from being assigned to the trooper.)<br />
* Troopers cannot go on Overwatch in certain rare situations when they only have 1 shot remaining in their weapon.* [http://ufopaedia.org/index.php?title=File:Rocketeer_no_overwatch.jpg image]<br />
* Encountered bug: Ethereal mind controls a unit, next turn ethereal is killed. The mind controlled unit panics (since ethereal was considered a friendly unit) and after panic runs out, mind controlled unit is still treated as hostile and fights back. (Need verification, unsure if indeed bug or if ethereal now has permanent mind control ability - which doesn't make sense)<br />
<br />
<nowiki>*</nowiki> This has been noticed in the following instances. Rocketeer with: Laser Rifle (1/4 ammo remaining); Fire Rocket; Shredder Ammo; Ready for Anything; Smoke Grenade; HEAT Warheads; Stay Frosty; Semper Vigilans; Esprit de Corps; Into the Breach; SCOPE; with 1/4 shots remaining in rifle. Sniper with: Gauss Long Rifle (1/2 ammo remaining); Precision Shot; Squadsight; HEAT Ammo; Stay Frosty; Semper Vigilans; Sharpshooter; Lead By Example; SCOPE. Infantry with: Laser Rifle (1/4 ammo remaining).<br />
<br />
== Beta 12 ==<br />
* Armor Health is unfilled at the start of each mission. Fixed in beta 13. Hotfix available in files section.<br />
* Blowing up abductor or harvester causes CTD. Fixed in beta 13.<br />
<br />
== Beta 11 ==<br />
* Crash to desktop on encountering a Sectoid Commander due to loadout bug. Fixed in beta 12.<br />
<br />
== Beta 10 ==<br />
* Crash to desktop when covert operation completes. Fixed in beta 11.<br />
<br />
== Beta 9 ==<br />
* Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix [http://www.reddit.com/r/Xcom/comments/25rzwz/long_war_psa_a_bug_was_discovered_that_makes/ here].<br />
* Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex-edit fix available in Nexus Forums. <br />
<br />
[[Category: Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Long_War&diff=58877Long War2014-08-16T14:09:28Z<p>Darkstelios: </p>
<hr />
<div>__NOTOC__<br />
<br />
[[File:Long War Header 2.png|980px]]<br />
<br />
'''Welcome to the XCOM: Long War wiki, a part of UFOPaedia.org. [http://www.nexusmods.com/xcom/mods/88/? Long War] is a mod designed for [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] with the expansion [[XCOM: Enemy Within (EU2012)|XCOM: Enemy Within]] that introduces more than 700 changes, large and small, to the vanilla version of the game. It is harder and longer than the vanilla version but gives you many more tools to combat the alien threat.'''<br />
<br />
The Long War wiki is meant to explain the main changes introduced by the mod to the game and it is a work in progress - everyone can contribute by creating an account and editing the pages. Please use the Talk button to discuss any aspects of this wiki or use the Nexusmods forums if you want to discuss the mod with its creators. <br />
<br />
Or alternatively come chat on #longwarwiki on irc.esper.net! Connect with your IRC client of choice or via [https://www.esper.net/publicirc.php this link] - just pick a name and type "#longwarwiki" into the channel field.<br />
<br />
All information on this wiki relates to the latest version of Long War, which is currently '''Long War 3 Beta 13'''. To download Long War use this [http://www.nexusmods.com/xcom/mods/88/? link].<br />
<br />
Long War is beta, so expect some [[Bugs (Long War)|bugs]]. Always keep a recent save file, as the game may unexpectedly crash.<br />
<br />
[[File:Long War Intro 1.png|400px|right]]<br />
[[File:Long War Intro 2.png|400px|right]]<br />
[[File:Long War Intro 3.png|400px|right]]<br />
{{:Long War Table}}<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Shogun_(Long_War)&diff=58857Shogun (Long War)2014-08-16T00:56:57Z<p>Darkstelios: </p>
<hr />
<div>MEC variant of the [[Engineer (Long War)|Engineer]] class.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br/>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.'' '''<br />
|SpecialistE1=''''<br />
|LCorporal1=[[File:MEC JET BOOT MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
|LCorporal2=[[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 Defense for the first attack in Overwatch, and 0.5 damage reduction''<br />
|LCorporal3=[[File:MEC BODY SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''<br />
|LCorporalE1=''Aim: 0 Will: 0 Mob: 1''<br />
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE3=''Aim: 0 Will: 2 Mob: 0''<br />
|Corporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Warheads'''<br/>''Rockets and grenades do additional damage to robotic enemies.''<br />
|Corporal2=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|Corporal3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|CorporalE1=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE3=''Aim: 0 Will: 0 Mob: 0''<br />
|Sergeant1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Ammo'''<br/>''Your primary weapon does extra damage to robotic enemies.''<br />
|Sergeant2=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|Sergeant3=[[File:ALIEN CLUSTERBOMB.png|32px|center]]'''Sapper'''<br/> ''Your grenades do additional damage to enemies, and all your weapons do additional damage to the enviroment.''<br />
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE2=''Aim: 0 Will: 3 Mob: 0''<br />
|SergeantE3=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgt1=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|TechSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.''<br />
|TechSgt3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|TechSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE3=''Aim: 0 Will: 2 Mob: 0''<br />
|GunSgt1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|GunSgt2=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.''<br />
|GunSgt3=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier''' <br/> ''Allows two uses of damaging grenade items, and increases grenade throw range by 20%.''<br />
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE2=''Aim: 3 Will: 0 Mob: 0''<br />
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|MSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''<br />
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem'''<br/>''Confers additional damage based on weapons tech level to LMGs, sniper rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers, and Proximity Mines.''<br />
|MSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE2=''Aim: 2 Will: 2 Mob: 0''<br />
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
}}<br />
<br />
== Tactical Advice ==<br />
<br />
Collateral to MEC weapons getting extra range (making them able to be used with squad sight on the MEC variants that get squad sight) means collateral damage now has incredible range. Can be safely applied out of vision range if need be . <br />
<br />
But on the Saburai it gets even better because of HEAT AMMO .. Collateral damage works with heat ammo and does [never miss aimbot halfway across the map] solid damage vs robots ..Better than flush + heat ammo combo since collateral damage cannot miss .. Perfect to get rid of pesky hard to hit seekers and drones that get tons of HP and DR as the game progresses .<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 6<br />
|-<br />
|Corporal|| 1 || 2 || 2 || 8<br />
|-<br />
|Sergeant|| 1 || 3 || 3 || 11<br />
|-<br />
|Tech Sergeant|| 1 || 4 || 2 || 13<br />
|-<br />
|Gunnery Sergeant|| 0 || 4 || 3 || 16<br />
|-<br />
|Master Sergeant|| 1 || 5 || 3 || 19<br />
|}<br />
<br />
''+1 HP, +5 Aim compared to [[Engineer (Long War)#Stat Progression|Engineer]].''<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:MECs (Long War)]]<br />
[[Category:Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Shogun_(Long_War)&diff=58847Shogun (Long War)2014-08-15T23:23:06Z<p>Darkstelios: Darkstelios moved page Shogun (Long War) to Saburai (Long War) over redirect: Last version of mod renames MEC Shogun to Saburai</p>
<hr />
<div>MEC variant of the [[Engineer (Long War)|Engineer]] class.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br/>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.'' '''<br />
|SpecialistE1=''''<br />
|LCorporal1=[[File:MEC JET BOOT MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''<br />
|LCorporal2=[[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 Defense for the first attack in Overwatch, and 0.5 damage reduction''<br />
|LCorporal3=[[File:MEC BODY SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''<br />
|LCorporalE1=''Aim: 0 Will: 0 Mob: 1''<br />
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|LCorporalE3=''Aim: 0 Will: 2 Mob: 0''<br />
|Corporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Warheads'''<br/>''Rockets and grenades do additional damage to robotic enemies.''<br />
|Corporal2=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
|Corporal3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
|CorporalE1=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''<br />
|CorporalE3=''Aim: 0 Will: 0 Mob: 0''<br />
|Sergeant1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Ammo'''<br/>''Your primary weapon does extra damage to robotic enemies.''<br />
|Sergeant2=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''<br />
|Sergeant3=[[File:ALIEN CLUSTERBOMB.png|32px|center]]'''Sapper'''<br/> ''Your grenades do additional damage to enemies, and all your weapons do additional damage to the enviroment.''<br />
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''<br />
|SergeantE2=''Aim: 0 Will: 3 Mob: 0''<br />
|SergeantE3=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgt1=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|TechSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.''<br />
|TechSgt3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''<br />
|TechSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''<br />
|TechSgtE3=''Aim: 0 Will: 2 Mob: 0''<br />
|GunSgt1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|GunSgt2=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.''<br />
|GunSgt3=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier''' <br/> ''Allows two uses of damaging grenade items, and increases grenade throw range by 20%.''<br />
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|GunSgtE2=''Aim: 3 Will: 0 Mob: 0''<br />
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>Reduces most incoming damage to this unit, scaling up as the damage increases.''<br />
|MSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''<br />
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem'''<br/>''Confers additional damage based on weapons tech level to LMGs, sniper rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers, and Proximity Mines.''<br />
|MSgtE1=''Aim: 0 Will: 0 Mob: 0''<br />
|MSgtE2=''Aim: 2 Will: 2 Mob: 0''<br />
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''<br />
}}<br />
<br />
== Tactical Advice ==<br />
<br />
Collateral to MEC weapons getting extra range (making them able to be used with squad sight on the MEC variants that get squad sight) means collateral damage now has incredible range. Can be safely applied out of vision range if need be . <br />
<br />
But on the SHOGUN it gets even better because of HEAT AMMO .. Collateral damage works with heat ammo and does [never miss aimbot halfway across the map] solid damage vs robots ..Better than flush + heat ammo combo since collateral damage cannot miss .. Perfect to get rid of pesky hard to hit seekers and drones that get tons of HP and DR as the game progresses .<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 6<br />
|-<br />
|Corporal|| 1 || 2 || 2 || 8<br />
|-<br />
|Sergeant|| 1 || 3 || 3 || 11<br />
|-<br />
|Tech Sergeant|| 1 || 4 || 2 || 13<br />
|-<br />
|Gunnery Sergeant|| 0 || 4 || 3 || 16<br />
|-<br />
|Master Sergeant|| 1 || 5 || 3 || 19<br />
|}<br />
<br />
''+1 HP, +5 Aim compared to [[Engineer (Long War)#Stat Progression|Engineer]].''<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:MECs (Long War)]]<br />
[[Category:Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&diff=58846MEC Trooper (Long War)2014-08-15T23:20:24Z<p>Darkstelios: </p>
<hr />
<div>The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. <br />
<br />
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate Defense and have innate [[Damage (Long War)#Damage Reduction|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.<br />
<br />
Like vanilla, MEC troopers are chosen from the Soldier roster on the base. Only soldiers with a rank of Specialist or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with.<br />
<br />
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.<br><br />
Each MEC class "inherits" traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.<br />
<br />
One fundamental (and massive) change to the MEC classes is that 'One For All' is now the 'base ability' for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic Specialist-rank perk (such as ''Light 'Em Up'' for Valkyries) that helps define their role along with their unique perk tree and stat progression.<br />
<br />
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed; as long as you have enough operators (barring injury) it would be possible to have a MEC on every mission. It should be noted, though, that suits are no longer recoverable; losing a MEC Trooper in battle means the suit is destroyed as well.<br />
<br />
Even though they are heavily mechanized, MEC troopers are still human beings and they can be affected by things like Mindfray and Panic as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics and runs into an exposed position or is mindcontrolled.<br />
<br />
==MEC Suits==<br />
<br />
Like vanilla, there are three different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot and a mix of upgrade slots that come in two varieties - Secondary Weapon and Utility. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts. Note that this includes the devices that were exclusive to one another in vanilla: for example, you can equip both the Flamethrower ''and'' the Kinetic Punch at the same time. No "Flaming Rocket Punch", though.<br />
<br />
As a result, the earlier MEC units are no longer ''completely'' obsoleted by the later models. Whilst having more secondary weapons can be a huge benefit to a team (given the indirect fire support potential of a Grenade Launcher, for instance) the operator also loses out on very useful utility and upgrade items such as ammo capacity (Autoloader), health (Alloy Belt) and accuracy (Weapon Gyros). Commanders may want to think twice before upgrading ''all'' of their suits to the Mark 3 Paladin model.<br />
<br />
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.<br />
<br />
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamer+Kinetic Strike) but in some cases, multiples of the ''same'' Secondary Weapon can be installed. This acts much like giving a soldier two grenades in both slots, and can allow MECs with Packmaster (such as the Shogun) to have extremely large special munition reserves - ideal for extremely long missions.<br />
<br />
Upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.<br />
<br />
'''''The MEC-1 Warden''''':<br/><br />
'''Health:''' +10 / '''Defense:''' +20 / '''Will:''' +10<br/><br />
Equipped one secondary weapon slot and two utility slots. The Mark I Warden is the first MEC suit you can acquire, and also the least durable, but its utility slots give operators a good 'early edge' when Commanders don't need (or don't have the resources to produce) lots of secondary weapons.<br />
<br />
'''''The MEC-2 Sentinel''''':<br/><br />
'''Health:''' +14 / '''Defense:''' +20 / '''Will:''' +15<br/><br />
Equipped with two secondary weapon slots and two utility slots. The Mark II Sentinel chassis is tougher and effectively a straight upgrade over the Mark I Warden. It also provides its wearer with a slightly higher Will boost than the Mark I.<br />
<br />
'''''The MEC-3 Paladin''''':<br/><br />
'''Health:''' +18 / '''Defense:''' +20 / '''Will:''' +20<br/><br />
Equipped with three secondary weapon slots and one utility slot, the Mark III Paladin sacrifices upgrades and secondary-utility equipment for the ability to bring a massive array of support weaponry. It also has the highest health of all MEC units and provides a little more Will than the prior models. It also grants the user the ''Tactical Senses'' perk, further increasing defense.<br />
<br />
''Note:'' The Alloy Belt's HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Paladin suit will gain a much larger health increase compared to the Warden suit.<br />
<br />
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-3 Paladin will need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.<br />
<br />
==General Usage==<br />
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. <br />
<br />
Due to the MEC's variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.<br />
<br />
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC's "Tank" role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. <br />
<br />
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to 'trap' groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using In The Zone.<br />
<br />
==MEC Classes==<br />
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.<br />
<br />
* The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class. <br />
Jaegers receive Vital Point Targeting at first rank and have the best aim progression of all classes in the game. They excel at delivering highly accurate fire, twice per turn with Light 'Em Up, destroying even hard-to-hit opponents. They are one of the MEC classes that can receive ''Squadsight'', increasing their effective range by 20%, which is important for a Jaeger, since they have sub-par defence.<br />
<br />
* The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class. <br />
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. They have the potential to be the fastest-moving class of all, with the correct perk choices. With the ability to receive ''In The Zone'' at maximum rank, which combines very well with their mobility perks, or in conjunction with a cover-destroying, enemy-weakening Shogun or Engineer. Pathfinders are also the only MEC with access to the Lightning Reflexes perk.<br />
<br />
* The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class. <br />
The Valkyrie focuses on making maximum use of the MEC's main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire three shots per turn with ''Rapid Fire'' and ''Light 'Em Up''. Valkyries also have access to Lock N' Load , allowing them to keep up with their ammo consumption.<br />
<br />
* The [[Marauder (Long War)|Marauder]] is created from the Assault Class. <br />
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive ''Run 'n' Gun''. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.<br />
<br />
* The [[Goliath (Long War)|Goliath]] is created from the Gunner Class. <br />
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the Tanking role mentioned above. Goliaths can also utilize ''HEAT Ammo'', increasing their main-gun firepower against mechanical enemies.<br />
<br />
* The [[Archer (Long War)|Archer]] is created from the Rocketeer Class. <br />
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren't as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With ''Packmaster'', an Archer can bring a lot of powerful munitions to the fight.<br />
<br />
* The [[Guardian (Long War)|Guardian]] is created from the Medic Class. <br />
The highly-mobile Guardian's upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having ''Packmaster'' as a basic ability also allows for fairly extensive use of explosive support equipment such as the Grenade Launcher or Proximity Mine Launcher, or close suppression weapons like the Flamethrower.<br />
<br />
* The [[Saburai (Long War)|Saburai]] is created from the Engineer Class. <br />
The Saburai excels at battlefield control by deploying mines and using the ''Sapper'' and ''Collateral Damage'' skills to destroy enemy cover. They can also excel in an anti-armour role, as they can receive both HEAT Ammo and HEAT Warheads, making all of their weapons especially effective against mechanical opponents.<br />
<br />
== Absorption Fields ==<br />
The Absorption Fields MEC perk has changed and integrated in to the Damage Reduction system. Absorption fields now work on the following formula:<br />
fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))<br />
Essentially, absorption fields absorb up to 40% of the damage of a strike, and the bigger the strike, the more damage it absorbs:<br />
{| class="wikitable"<br />
!Damage<br />
!Damage<br>Reduction %<br />
!Damage<br>Reduction<br />
|-<br />
|1||0%||0<br />
|-<br />
|2||0%||0<br />
|-<br />
|3||13%||0.4<br />
|-<br />
|4||20%||0.8<br />
|-<br />
|5||24%||1.2<br />
|-<br />
|6||27%||1.6<br />
|-<br />
|7||29%||2<br />
|-<br />
|8||30%||2.4<br />
|-<br />
|9||31%||2.8<br />
|-<br />
|10||32%||3.2<br />
|-<br />
|11||33%||3.6<br />
|-<br />
|12||33%||4<br />
|-<br />
|13||34%||4.4<br />
|-<br />
|14||34%||4.8<br />
|-<br />
|15||35%||5.2<br />
|-<br />
|16||35%||5.6<br />
|}<br />
<br />
Absorption fields are applied after Shock Absorbent Armor, but before the MEC's built-in damage reduction and Damage Control perk.<br />
<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]<br />
[[Category: MECs (Long War)]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&diff=58845MEC Trooper (Long War)2014-08-15T23:19:31Z<p>Darkstelios: </p>
<hr />
<div>The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. <br />
<br />
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate Defense and have innate [[Damage (Long War)#Damage Reduction|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.<br />
<br />
Like vanilla, MEC troopers are chosen from the Soldier roster on the base. Only soldiers with a rank of Specialist or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with.<br />
<br />
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.<br><br />
Each MEC class "inherits" traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.<br />
<br />
One fundamental (and massive) change to the MEC classes is that 'One For All' is now the 'base ability' for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic Specialist-rank perk (such as ''Light 'Em Up'' for Valkyries) that helps define their role along with their unique perk tree and stat progression.<br />
<br />
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed; as long as you have enough operators (barring injury) it would be possible to have a MEC on every mission. It should be noted, though, that suits are no longer recoverable; losing a MEC Trooper in battle means the suit is destroyed as well.<br />
<br />
Even though they are heavily mechanized, MEC troopers are still human beings and they can be affected by things like Mindfray and Panic as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics and runs into an exposed position or is mindcontrolled.<br />
<br />
==MEC Suits==<br />
<br />
Like vanilla, there are three different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot and a mix of upgrade slots that come in two varieties - Secondary Weapon and Utility. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts. Note that this includes the devices that were exclusive to one another in vanilla: for example, you can equip both the Flamethrower ''and'' the Kinetic Punch at the same time. No "Flaming Rocket Punch", though.<br />
<br />
As a result, the earlier MEC units are no longer ''completely'' obsoleted by the later models. Whilst having more secondary weapons can be a huge benefit to a team (given the indirect fire support potential of a Grenade Launcher, for instance) the operator also loses out on very useful utility and upgrade items such as ammo capacity (Autoloader), health (Alloy Belt) and accuracy (Weapon Gyros). Commanders may want to think twice before upgrading ''all'' of their suits to the Mark 3 Paladin model.<br />
<br />
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.<br />
<br />
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamer+Kinetic Strike) but in some cases, multiples of the ''same'' Secondary Weapon can be installed. This acts much like giving a soldier two grenades in both slots, and can allow MECs with Packmaster (such as the Shogun) to have extremely large special munition reserves - ideal for extremely long missions.<br />
<br />
Upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.<br />
<br />
'''''The MEC-1 Warden''''':<br/><br />
'''Health:''' +10 / '''Defense:''' +20 / '''Will:''' +10<br/><br />
Equipped one secondary weapon slot and two utility slots. The Mark I Warden is the first MEC suit you can acquire, and also the least durable, but its utility slots give operators a good 'early edge' when Commanders don't need (or don't have the resources to produce) lots of secondary weapons.<br />
<br />
'''''The MEC-2 Sentinel''''':<br/><br />
'''Health:''' +14 / '''Defense:''' +20 / '''Will:''' +15<br/><br />
Equipped with two secondary weapon slots and two utility slots. The Mark II Sentinel chassis is tougher and effectively a straight upgrade over the Mark I Warden. It also provides its wearer with a slightly higher Will boost than the Mark I.<br />
<br />
'''''The MEC-3 Paladin''''':<br/><br />
'''Health:''' +18 / '''Defense:''' +20 / '''Will:''' +20<br/><br />
Equipped with three secondary weapon slots and one utility slot, the Mark III Paladin sacrifices upgrades and secondary-utility equipment for the ability to bring a massive array of support weaponry. It also has the highest health of all MEC units and provides a little more Will than the prior models. It also grants the user the ''Tactical Senses'' perk, further increasing defense.<br />
<br />
''Note:'' The Alloy Belt's HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Paladin suit will gain a much larger health increase compared to the Warden suit.<br />
<br />
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-3 Paladin will need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.<br />
<br />
==General Usage==<br />
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. <br />
<br />
Due to the MEC's variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.<br />
<br />
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC's "Tank" role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. <br />
<br />
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to 'trap' groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using In The Zone.<br />
<br />
==MEC Classes==<br />
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.<br />
<br />
* The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class. <br />
Jaegers receive Vital Point Targeting at first rank and have the best aim progression of all classes in the game. They excel at delivering highly accurate fire, twice per turn with Light 'Em Up, destroying even hard-to-hit opponents. They are one of the MEC classes that can receive ''Squadsight'', increasing their effective range by 20%, which is important for a Jaeger, since they have sub-par defence.<br />
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* The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class. <br />
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. They have the potential to be the fastest-moving class of all, with the correct perk choices. With the ability to receive ''In The Zone'' at maximum rank, which combines very well with their mobility perks, or in conjunction with a cover-destroying, enemy-weakening Shogun or Engineer. Pathfinders are also the only MEC with access to the Lightning Reflexes perk.<br />
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* The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class. <br />
The Valkyrie focuses on making maximum use of the MEC's main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire three shots per turn with ''Rapid Fire'' and ''Light 'Em Up''. Valkyries also have access to Lock N' Load , allowing them to keep up with their ammo consumption.<br />
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* The [[Marauder (Long War)|Marauder]] is created from the Assault Class. <br />
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive ''Run 'n' Gun''. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.<br />
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* The [[Goliath (Long War)|Goliath]] is created from the Gunner Class. <br />
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the Tanking role mentioned above. Goliaths can also utilize ''HEAT Ammo'', increasing their main-gun firepower against mechanical enemies.<br />
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* The [[Archer (Long War)|Archer]] is created from the Rocketeer Class. <br />
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren't as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With ''Packmaster'', an Archer can bring a lot of powerful munitions to the fight.<br />
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* The [[Guardian (Long War)|Guardian]] is created from the Medic Class. <br />
The highly-mobile Guardian's upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having ''Packmaster'' as a basic ability also allows for fairly extensive use of explosive support equipment such as the Grenade Launcher or Proximity Mine Launcher, or close suppression weapons like the Flamethrower.<br />
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* The [[Saburai (Long War)|Shogun]] is created from the Engineer Class. <br />
The Shogun excels at battlefield control by deploying mines and using the ''Sapper'' and ''Collateral Damage'' skills to destroy enemy cover. They can also excel in an anti-armour role, as they can receive both HEAT Ammo and HEAT Warheads, making all of their weapons especially effective against mechanical opponents.<br />
<br />
== Absorption Fields ==<br />
The Absorption Fields MEC perk has changed and integrated in to the Damage Reduction system. Absorption fields now work on the following formula:<br />
fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))<br />
Essentially, absorption fields absorb up to 40% of the damage of a strike, and the bigger the strike, the more damage it absorbs:<br />
{| class="wikitable"<br />
!Damage<br />
!Damage<br>Reduction %<br />
!Damage<br>Reduction<br />
|-<br />
|1||0%||0<br />
|-<br />
|2||0%||0<br />
|-<br />
|3||13%||0.4<br />
|-<br />
|4||20%||0.8<br />
|-<br />
|5||24%||1.2<br />
|-<br />
|6||27%||1.6<br />
|-<br />
|7||29%||2<br />
|-<br />
|8||30%||2.4<br />
|-<br />
|9||31%||2.8<br />
|-<br />
|10||32%||3.2<br />
|-<br />
|11||33%||3.6<br />
|-<br />
|12||33%||4<br />
|-<br />
|13||34%||4.4<br />
|-<br />
|14||34%||4.8<br />
|-<br />
|15||35%||5.2<br />
|-<br />
|16||35%||5.6<br />
|}<br />
<br />
Absorption fields are applied after Shock Absorbent Armor, but before the MEC's built-in damage reduction and Damage Control perk.<br />
<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]<br />
[[Category: MECs (Long War)]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Gene_Mods_(Long_War)&diff=58842Gene Mods (Long War)2014-08-15T20:25:32Z<p>Darkstelios: </p>
<hr />
<div>Gene mods work similarly to how they work in vanilla, though the set of available mods is different.<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! Name<br />
! Slot<br />
! Prerequisite <br />
! Cost (Meld/$)<br />
! Description<br />
|-<br />
| '''Neural Damping''' || Brain || Berserker Autopsy || 15/20 || Confers immunity to panic and all mind affecting psionic attacks. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped. Imposes +6 hours fatigue.<br />
|-<br />
| '''Smart Macrophages''' || Brain || Sectoid Autopsy || 8/15 || Confers immunity to acid, and medikits and restorative mist heal +2 on this soldier. Imposes +3 hours fatigue.<br />
|-<br />
| '''Hyper-reactive Pupils''' || Eyes || Xenogenetics || 4/10 || Confers +10 Aim to any shot after a miss. Imposes +3 hours fatigue.<br />
|-<br />
| '''Depth Perception''' || Eyes || Xenogenetics || 4/10 || Height Advantage confers an additional +5 Aim and +5 critical chance. Imposes +3 hours fatigue.<br />
|-<br />
| '''Secondary Heart''' || Chest || Muton Elite Autopsy || ? || Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds.{{verify}}<br />
|-<br />
| '''Adrenal Neurosympathy''' || Chest || Muton Autopsy || 10/20 || Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates.{{verify}} Imposes +9 hours fatigue.<br />
|-<br />
| '''Bioelectric Skin''' || Skin || Seeker Autopsy || 10/25 || The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. Imposes +6 hours fatigue.<br />
|-<br />
| '''Iron Skin''' || Skin || Cyberdisc Autopsy || 10/20 || Confers 1.0 [[Damage (Long War)#Damage Reduction|damage reduction]]. Imposes +12 hours fatigue.<br />
|-<br />
| '''Muscle-fiber Density''' || Legs || Thin Man Autopsy || 12/20 || Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. Imposes +9 hours fatigue.<br />
|-<br />
| '''Adaptive Bone Marrow''' || Legs || Chryssalid Autopsy || 15/30 || Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.{{verify}} Imposes +9 hours fatigue.<br />
|}<br />
<br />
Gene mods are relatively cheap for their benefit, both in terms of cash and Meld, but bear in mind that because you need to swap out soldiers on missions due to fatigue, you'll get less benefit from each gene mod than you would in vanilla.<br />
<br />
[[Category: Long War]]</div>Darkstelioshttps://www.ufopaedia.org/index.php?title=Gene_Mods_(Long_War)&diff=58841Gene Mods (Long War)2014-08-15T20:21:43Z<p>Darkstelios: </p>
<hr />
<div>Gene mods work similarly to how they work in vanilla, though the set of available mods is different.<br />
<br />
{| class="wikitable" width="100%" <br />
|- <br />
! Name<br />
! Slot<br />
! Prerequisite <br />
! Cost (Meld/$)<br />
! Description<br />
|-<br />
| '''Neural Damping''' || Brain || Berserker Autopsy || 15/20 || Confers immunity to panic and all mind affecting psionic attacks. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped.<br />
|-<br />
| '''Smart Macrophages''' || Brain || Sectoid Autopsy || 8/15 || Confers immunity to acid, and medikits and restorative mist heal +2 on this soldier.<br />
|-<br />
| '''Hyper-reactive Pupils''' || Eyes || Xenogenetics || 4/10 || Confers +10 Aim to any shot after a miss<br />
|-<br />
| '''Depth Perception''' || Eyes || Xenogenetics || 4/10 || Height Advantage confers an additional +5 Aim and +5 critical chance. <br />
|-<br />
| '''Secondary Heart''' || Chest || Muton Elite Autopsy || ? || Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds.{{verify}}<br />
|-<br />
| '''Adrenal Neurosympathy''' || Chest || Muton Autopsy || 10/20 || Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates.{{verify}}<br />
|-<br />
| '''Bioelectric Skin''' || Skin || Seeker Autopsy || 10/25 || The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.<br />
|-<br />
| '''Iron Skin''' || Skin || Cyberdisc Autopsy || 10/20 || Confers 1.0 [[Damage (Long War)#Damage Reduction|damage reduction]].<br />
|-<br />
| '''Muscle-fiber Density''' || Legs || Thin Man Autopsy || 12/20 || Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.<br />
|-<br />
| '''Adaptive Bone Marrow''' || Legs || Chryssalid Autopsy || 15/30 || Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.{{verify}}<br />
|}<br />
<br />
Gene mods are relatively cheap for their benefit, both in terms of cash and Meld, but bear in mind that because you need to swap out soldiers on missions due to fatigue, you'll get less benefit from each gene mod than you would in vanilla.<br />
<br />
[[Category: Long War]]</div>Darkstelios