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2024-03-28T21:29:29Z
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MediaWiki 1.35.4
https://www.ufopaedia.org/index.php?title=Psi_Operative_(LW2)&diff=84294
Psi Operative (LW2)
2017-03-16T05:40:21Z
<p>Mossflower: </p>
<hr />
<div>Psi Operative:<br />
<br />
Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp<br />
<br />
==Abilities==<br />
{{Psi Tree (LW2)<br />
|Initiate1={{Soulfire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Initiate2={{Fortress (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Subclass1=Telepath<br />
|Subclass2= Resonate<br />
|Acolyte1={{Insanity (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Acolyte2={{Mind Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Adept1={{Soul Steal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Adept2={{Solace (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Disciple1={{Schism (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Disciple2={{Stasis (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Mystic1={{Sustain (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Mystic2={{Soul Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Warlock1={{Fuse (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Warlock2={{Stasis Shield (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Magus1={{Null Lance (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Magus2={{Bastion (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Master1={{Void Rift (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Master2={{Domination (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
}}<br />
<br />
== Stat Progression ==<br />
{{Stat Progression (Psi)(LW2)<br />
| i_health0 = 1<br />
| i_offense0 = 2<br />
| i_will0 = 5<br />
| i_mobility0 = 0<br />
| i_dodge0 = 0<br />
| i_hacking0 = 0<br />
| i_psiOffense0 = 45<br />
| i_health1 = 0<br />
| i_offense1 = 2<br />
| i_will1 = 5<br />
| i_mobility1 = 0<br />
| i_dodge1 = 0<br />
| i_hacking1 = 0<br />
| i_psiOffense1 = 4<br />
| i_health2 = 0<br />
| i_offense2 = 2<br />
| i_will2 = 0<br />
| i_mobility2 = 0<br />
| i_dodge2 = 0<br />
| i_hacking2 = 0<br />
| i_psiOffense2 = 4<br />
| i_health3 = 0<br />
| i_offense3 = 2<br />
| i_will3 = 0<br />
| i_mobility3 = 0<br />
| i_dodge3 = 0<br />
| i_hacking3 = 0<br />
| i_psiOffense3 = 4<br />
| i_health4 = 1<br />
| i_offense4 = 2<br />
| i_will4 = 0<br />
| i_mobility4 = 0<br />
| i_dodge4 = 0<br />
| i_hacking4 = 0<br />
| i_psiOffense4 = 4<br />
| i_health5 = 0<br />
| i_offense5 = 2<br />
| i_will5 = 0<br />
| i_mobility5 = 0<br />
| i_dodge5 = 0<br />
| i_hacking5 = 0<br />
| i_psiOffense5 = 4<br />
| i_health6 = 0<br />
| i_offense6 = 2<br />
| i_will6 = 0<br />
| i_mobility6 = 0<br />
| i_dodge6 = 0<br />
| i_hacking6 = 0<br />
| i_psiOffense6 = 4<br />
| i_health7 = 1<br />
| i_offense7 = 2<br />
| i_will7 = 0<br />
| i_mobility7 = 0<br />
| i_dodge7 = 0<br />
| i_hacking7 = 0<br />
| i_psiOffense7 = 4<br />
}}<br />
This class gains no Strength<br />
<br />
==Training Time==<br />
Formula for time to train a skill: Training Time = Base Training + Scalar * Rank Difference<br />
:Base training = 3/4/4/4 days<br />
:Scalar = 7/8/10/10 days<br />
<br />
Examples using Commander/Legend ranks<br />
<br />
If the soldier is the same rank as the ability, it will take 4 days to train.<br />
<br />
If the soldier is 1 rank below the ability, it will take 4+10*1 = 14 days to train.<br />
<br />
If the soldier is 6 ranks below the ability, it will take 4+10*6 = 64 days to train.<br />
<br />
*A scientist staffing the Psi Lab will reduce training time by 50%<br />
<br />
If a psi solder is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube; the soldier that was in the tube will be on hold upon return from his/her mission.<br />
<br />
==Prerequisites==<br />
Soul Fire -> Soul Steal<br />
<br />
Insanity -> Schism<br />
<br />
Mind Merge -> Soul Merge<br />
<br />
Stasis -> Sustain<br />
<br />
Fortress + Solace -> Bastion<br />
<br />
Fortress + Mindmerge -> Fuse<br />
<br />
Stasis + Fortress -> Stasis Shield<br />
<br />
Soulfire + Stasis -> Null Lance<br />
<br />
Insanity + Soulfire + Solace -> Void Rift<br />
<br />
Mind Merge + Stasis + Insanity -> Domination<br />
<br />
<br />
{{XCOM_Units_Navbar_(LW2)}}<br />
<br />
[[Category: Long War 2]]<br />
[[Category: Soldiers (Long War 2)]]<br />
[[Category: Classes (Long War 2)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Psi_Operative_(LW2)&diff=84282
Psi Operative (LW2)
2017-03-12T03:36:13Z
<p>Mossflower: </p>
<hr />
<div>Psi Operative:<br />
<br />
Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp<br />
<br />
==Abilities==<br />
{{Psi Tree (LW2)<br />
|Initiate1={{Soulfire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Initiate2={{Fortress (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Subclass1=Telepath<br />
|Subclass2= Resonate<br />
|Acolyte1={{Insanity (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Acolyte2={{Mind Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Adept1={{Soul Steal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Adept2={{Solace (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Disciple1={{Schism (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Disciple2={{Stasis (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Mystic1={{Sustain (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Mystic2={{Soul Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Warlock1={{Fuse (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Warlock2={{Stasis Shield (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Magus1={{Null Lance (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Magus2={{Bastion (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Master1={{Void Rift (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
|Master2={{Domination (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}<br />
}}<br />
<br />
== Stat Progression ==<br />
{{Stat Progression (Psi)(LW2)<br />
| i_health0 = 1<br />
| i_offense0 = 2<br />
| i_will0 = 5<br />
| i_mobility0 = 0<br />
| i_dodge0 = 0<br />
| i_hacking0 = 0<br />
| i_psiOffense0 = 45<br />
| i_health1 = 0<br />
| i_offense1 = 2<br />
| i_will1 = 5<br />
| i_mobility1 = 0<br />
| i_dodge1 = 0<br />
| i_hacking1 = 0<br />
| i_psiOffense1 = 4<br />
| i_health2 = 0<br />
| i_offense2 = 2<br />
| i_will2 = 0<br />
| i_mobility2 = 0<br />
| i_dodge2 = 0<br />
| i_hacking2 = 0<br />
| i_psiOffense2 = 4<br />
| i_health3 = 0<br />
| i_offense3 = 2<br />
| i_will3 = 0<br />
| i_mobility3 = 0<br />
| i_dodge3 = 0<br />
| i_hacking3 = 0<br />
| i_psiOffense3 = 4<br />
| i_health4 = 1<br />
| i_offense4 = 2<br />
| i_will4 = 0<br />
| i_mobility4 = 0<br />
| i_dodge4 = 0<br />
| i_hacking4 = 0<br />
| i_psiOffense4 = 4<br />
| i_health5 = 0<br />
| i_offense5 = 2<br />
| i_will5 = 0<br />
| i_mobility5 = 0<br />
| i_dodge5 = 0<br />
| i_hacking5 = 0<br />
| i_psiOffense5 = 4<br />
| i_health6 = 0<br />
| i_offense6 = 2<br />
| i_will6 = 0<br />
| i_mobility6 = 0<br />
| i_dodge6 = 0<br />
| i_hacking6 = 0<br />
| i_psiOffense6 = 4<br />
| i_health7 = 1<br />
| i_offense7 = 2<br />
| i_will7 = 0<br />
| i_mobility7 = 0<br />
| i_dodge7 = 0<br />
| i_hacking7 = 0<br />
| i_psiOffense7 = 4<br />
}}<br />
This class gains no Strength<br />
<br />
==Training Time==<br />
Formula for time to train a skill: Training Time = Base Training + Scalar * Rank Difference<br />
:Base training = 3/4/4/4 days<br />
:Scalar = 7/8/10/10 days<br />
<br />
Examples using Commander/Legend ranks<br />
<br />
If the soldier is the same rank as the ability, it will take 4 days to train.<br />
<br />
If the soldier is 1 rank below the ability, it will take 4+10*1 = 14 days to train.<br />
<br />
If the soldier is 6 ranks below the ability, it will take 4+10*6 = 64 days to train.<br />
<br />
*A scientist staffing the Psi Lab will reduce training time by 50%<br />
<br />
If a psi solder is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube; the soldier that was in the tube will be on hold upon return from his/her mission.<br />
<br />
==Prerequisites==<br />
Soul Fire -> Soul Steal<br />
<br />
Insanity -> Schism<br />
<br />
Fortress -> Bastion<br />
<br />
Mind Merge -> Soul Merge<br />
<br />
Stasis + Fortress -> Stasis Shield<br />
<br />
Soulfire + Stasis -> Null Lance<br />
<br />
Insanity + Soulfire + Solace -> Void Rift<br />
<br />
Mind Merge + Stasis + Insanity -> Domination<br />
<br />
Fortress + Mindmerge -> Fuse<br />
<br />
<br />
{{XCOM_Units_Navbar_(LW2)}}<br />
<br />
[[Category: Long War 2]]<br />
[[Category: Soldiers (Long War 2)]]<br />
[[Category: Classes (Long War 2)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Long_War_2_Table&diff=84061
Long War 2 Table
2017-02-25T21:13:58Z
<p>Mossflower: </p>
<hr />
<div><table style="padding-left:20px;"><br />
<tr style="vertical-align: top;"><br />
<td colspan = "5"><br />
{| {{stdTable}} title = "XCOM2" width = "100%" <br />
|- {{stdTable Heading}}<br />
| colspan = "5" | '''XCOM2 / Shen's Last Gift [[File:Spark_icon.png|18px]] / Alien Hunters [[File:Alien_rulers.png|20px]]'''<br />
|-<br />
|}<br />
</td><br />
</tr><br />
<tr style="vertical-align: top;"><br />
<td style="width:220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Who_needs_tygan.jpg|30px]] '''Overview'''<br />
|- <br />
| [[Info (LW2)|Game Information]]<br />
<br />
: [[Difficulty (LW2)|Difficulty Levels]]<br />
: [[Credits (LW2)|Credits]]<br />
<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Immortal_Commander.jpg|30px]] '''The Avenger'''<br />
|-<br />
| [[Bridge (LW2)|Bridge]]<br />
|-<br />
| [[Skyranger (LW2)|Skyranger]]<br />
|-<br />
| [[Research (LW2)|Research]]<br />
|-<br />
| [[Engineering (LW2)|Engineering]]<br />
|-<br />
| [[Living Quarters (LW2)|Living Quarters]]<br />
<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Facilities background Long War.jpg|30px]] '''[[Facilities (LW2)|Facilities]]'''<br />
|-<br />
| [[Advanced Warfare Center (LW2)|Advanced Warfare Center]]<br />
|-<br />
| [[Guerrilla Tactics School (LW2)|Guerrilla Tactics School]]<br />
|-<br />
| [[Proving Ground (LW2)|Proving Ground]]<br />
|-<br />
| [[Shadow Chamber (LW2)|Shadow Chamber]]<br />
|}<br />
</td><br />
<br />
<td style="width: 220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| [[Image:The_Few_and_the_Proud_4d26835426aad8fdc64f43b9ae2027758b6ed627.jpg|30px]] '''[[Soldiers (LW2)|Soldiers]]'''<br />
|- <br />
| <br />
:[[Assault (LW2)|Assault]] <br />
:[[Grenadier (LW2)|Grenadier]] <br />
:[[Gunner (LW2)|Gunner]]<br />
:[[Ranger (LW2)|Ranger]] <br />
:[[Sharpshooter (LW2)|Sharpshooter]] <br />
:[[Shinobi (LW2)|Shinobi]]<br />
:[[Specialist (LW2)|Specialist]]<br />
:[[Technical (LW2)|Technical]]<br />
<br />
:[[Psi Operative (LW2)|Psi Operative]]<br />
| <br />
|-<br />
| [[Officers (LW2)|Officers]]<br />
|-<br />
| [[SPARK (LW2)|SPARK]] [[File:Spark_icon.png|18px]]<br />
|-<br />
|}<br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] '''Arsenal'''<br />
|- <br />
| [[Armor (LW2)|Armor]]<br />
|-<br />
| [[Equipment (LW2)#Portable Equipment|Equipment]]<br />
|-<br />
| [[Weapons (LW2)|Weapons]]<br />
|-<br />
|}<br />
</td><br />
<br />
<td style="width: 220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Advent_coalition.jpg|30px]] '''Advent Coalition'''<br />
|- <br />
| [[Advent (LW2)|ADVENT]]<br />
: [[ADVENT Unit Stats (LW2)|Unit Stats]]<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Sectoid_achievement.jpg|30px]] '''Aliens'''<br />
|-<br />
| [[Alien Life Forms (LW2)|Alien Life Forms]]<br />
|-<br />
| [[Alien Rulers (LW2)|Alien Rulers]] [[File:Alien_rulers.png|20px]]<br />
<br />
<br />
|}<br />
</td><br />
<br />
<td style="width: 220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Bradford_(xcom2).png|30px]] '''Strategy Layer'''<br />
|-<br />
| [[Continent Bonus (LW2)|Continent Bonus]]<br />
|-<br />
| [[Haven Management (LW2)|Haven Management]]<br />
|-<br />
| [[Squad Management (LW2)|Squad Management]]<br />
|-<br />
| [[Missions (LW2)|Mission Types]]<br />
|-<br />
| [[Infiltration (LW2)|Infiltration]]<br />
|-<br />
| [[Dark Events (LW2)|Dark Events]]<br />
|-<br />
| [[Advent's Agenda (LW2)|Advent's Agenda]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:XCOM2_hbfs_achievement.jpg|30px]] '''[[Tactics (LW2)|Tactical Layer]]'''<br />
|-<br />
|[[Mechanics (LW2)|Mechanics]]<br />
|-<br />
|[[Evac (LW2)|Evac]]<br />
|-<br />
|[[Reinforcements (LW2)|Alien Reinforcements]]<br />
|-<br />
|[[Sounds (LW2)|Sound Range]]<br />
|}<br />
</td><br />
<br />
<br />
<td style="width:220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}} <br />
| [[File:First_Blood.jpg|30px]] '''Guides & Tips'''<br />
|-<br />
|[[Strategy (LW2)|Strategy Tips]]<br />
|-<br />
|[[Tactics (LW2)|Combat Tactics]] <br />
|-<br />
|[[Class Builds (LW2)|Class Builds]] <br />
|-<br />
|[[Perk List (LW2)|Perk List]]<br />
|-<br />
|[[Customizing LW2|Customizing and Modding LW2]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Bring_it_down.jpg|30px]] '''Technical Information'''<br />
|- <br />
|<br />
[[Change Log (LW2)|Change Log]]<br />
<br />
[[Console Commands (LW2) | Console Commands]]<br />
<br />
[[Bugs (LW2)|Bugs]]<br />
<br />
[[Wiki Tips (EU2012)|Wiki Tips]]<br />
|}<br />
</td><br />
</tr><br />
</table><br />
<noinclude><br />
[[Category:Long War 2]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Sounds_(LW2)&diff=82193
Sounds (LW2)
2017-02-09T23:03:38Z
<p>Mossflower: </p>
<hr />
<div>Long War 2 adds a sound mechanic to tactical combat which affects Advent pods. As described in [[Mechanics_(LW2)#Enemy_Patrol_Behavior|Enemy Patrol Behavior section of Mechanics]] pods will become aware of XCOM's presence on the map when they are within the radius of a sound. Once aware they will patrol towards the sound.<br />
<br />
The following are sound ranges different sources with typical soldier vision range at 18 tiles:<br />
<br />
{| class="wikitable"<br />
|+ Actions by Sound Range<br />
!Range!!Action<br />
|-<br />
|style="text-align: center" | 0 Tiles<br />
|<br />
* Grenade Launchers<br />
* Holo-Targeters<br />
|-<br />
|style="text-align: center" | 4 Tiles<br />
|<br />
* Combat Knives<br />
|-<br />
|style="text-align: center" | 6 Tiles<br />
|<br />
* Swords<br />
* Hunter's Axes<br />
* Shadowkeeper<br />
|-<br />
|style="text-align: center" | 9 Tiles<br />
|<br />
* Smoke & Flashbang Grenades<br />
|-<br />
|style="text-align: center" | 13 Tiles<br />
|<br />
* Technical Flamethrower<br />
|-<br />
|style="text-align: center" | 17 Tiles<br />
|<br />
* Pistols<br />
|-<br />
|style="text-align: center" | 18 Tiles<br />
|<br />
* SMGs<br />
* Bolt Casters<br />
* Civilian yelling<br />
|-<br />
|style="text-align: center" | 20 Tiles<br />
|<br />
* Rifles, Sniper Rifles, & Shotguns<br />
* Gas Grenades<br />
* Frost Bombs<br />
* Sawed-off Shotguns<br />
* Arc Throwers<br />
|-<br />
|style="text-align: center" | 24 Tiles<br />
|<br />
* Cannons & LMGs<br />
* Heavy Weapons<br />
* SPARK Autocannons<br />
* Frag, Plasma, Acid, & Incendiary Grenades<br />
|-<br />
|style="text-align: center" | 26 Tiles<br />
|<br />
* Technical Rockets<br />
|-<br />
|style="text-align: center" | 33 Tiles<br />
|<br />
* Shaped Charge<br />
|-<br />
|}<br />
<br />
[[Category: Long War 2]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&diff=64579
Alien Life Forms (Long War)
2015-05-20T19:28:40Z
<p>Mossflower: </p>
<hr />
<div>{{CheckOutdated (Long War)|b13}}<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
[[File:LW_Chryssalid_Queen.jpeg|left|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 />
All pods now make noise when they move, but some pods will choose to lurk rather than patrol. The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO's, 40%, and on small UFO's, 10%.<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 />
<br />
<br />
<br />
<br />
<br />
<br />
{| class="wikitable" width="75%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="2" | '''Legend for Stat/Perk Progression Tables'''<br />
|- align="center"<br />
| style="background: #FFB" width="8%" | '''Yellow''' || '''Navigator upgrades.''' <br /><br />These are available to all aliens of this type, including leaders. They have a certain chance of appearing, indicated in the "navigator chance" column, which is rolled per alien. The number of navigators in a pod is not limited.<br />
|- align="center"<br />
| style="background: #FBB" width="8%" | '''Red''' || '''Leader upgrades.''' <br /><br />These are only available to leader aliens of that type. The alien leader's level is rolled randomly based on alien research, from level 1 up to level 7. All leader upgrades are cumulative, meaning a level 3 leader will have the level 3 upgrades as well as the level 1 and 2 upgrades. Level 8 leaders are temple ship only, and level 9 leaders are boss/monster aliens only.<br />
|}<br />
<br />
<br />
<br />
<br />
<br />
=Sectoid=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Sectoid (EU2012).png|128px]]<br />
|hp=3 - 15<br />
|aim=65 - 89<br />
|defense=0 - 28<br />
|will=5 - 120<br />
|move=12 - 13<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. All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.<br />
<br />
Unlike most alien types, Sectoid pod leaders do +1 damage over regular sectoids at the start of the game without requiring extra research.<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 very slight boost to the requesting nations defense against panic.<br />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 4 || 3 || 65 || 0 || 0 || 12 || 5<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || - || +1 || - || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} || - || -<br />
|- align="center"<br />
| 15 || - || +1 || - || - || - || - || - || +10 || - || - || - || -<br />
|- align="center"<br />
| 30 || - || - || - || - || - || - || - || +10 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 30 || - || - || +3 || - || - || - || - || - || - || - || 20% || -<br />
|- align="center"<br />
| 75 || - || - || - || - || - || - || - || +10 || - || - || - || -<br />
|- align="center"<br />
| 120 || +1 || - || +4 || - || - || +4 || - || +10 || - || - || - || -<br />
|- align="center"<br />
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || 20% || -<br />
|- align="center"<br />
| 240 || - || - || - || - || - || - || - || +5 || - || - || - || -<br />
|- align="center"<br />
| 270 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -<br />
|- align="center"<br />
| 300 || - || - || +4 || - || - || +4 || - || +5 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 300 || - || +1 || - || - || - || - || - || +15 || - || - || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 300 || - || +1 || - || - || - || - || - || +10 || - || - || 20% || -<br />
|- align="center"<br />
| 360 || - || - || - || - || - || +4 || +1 || +5 || - || - || - || -<br />
|- align="center"<br />
| 420 || +1 || +1 || +4 || - || - || - || - || +5 || - || - || - || -<br />
|- align="center"<br />
| 510 || - || - || - || - || - || +4 || - || +5 || - || - || - || -<br />
|- align="center"<br />
| 600 || +1 || +1 || +4 || - || - || +4 || - || +5 || - || - || - || -<br />
|- align="center"<br />
| 690 || - || - || - || - || - || +4 || - || +5 || - || - || - || -<br />
|- align="center"<br />
| 720 || - || +1 || - || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -<br />
|- align="center"<br />
| 800 || - || +1 || - || - || - || +4 || - || +5 || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -<br />
|- align="center"<br />
| 1200 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || +1 || +1 || - || +5 || {{ Low Profile (Long War) }} || 1 || -<br />
|- align="center"<br />
| 0 || - || - || +4 || +5 || - || 2 || -<br />
|- align="center"<br />
| 0 || +1 || - || - || +5 || - || 3 || -<br />
|- align="center"<br />
| 0 || - || +1 || +4 || +5 || {{ Executioner (Long War) }} || 4 || Sectoid Leader<br />
|- align="center"<br />
| 0 || - || - || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -<br />
|- align="center"<br />
| 0 || - || +1 || +4 || +5 || - || 6 || -<br />
|- align="center"<br />
| 0 || +1 || - || +4 || +5 || {{ Tactical Sense (Long War) }} || 7 || Sectoid Master<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +5 || +4 || +5 || {{ Adaptive Bone Marrow (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +2 || +4 || +5 || {{ Combined Arms (Long War) }} || 9 || Reticulan<br />
|}<br />
<br />
=Drone=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Drone 1 (EU2012).png|128px]]<br />
|hp=3<br />
|aim=60<br />
|defense=0<br />
|will=0<br />
|move=12<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 />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 3 || 3 || 60 || 0 || 0 || 12 || 0<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || +1 || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || - || +1 || - || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 0 || - || - || - || - || +1 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 1 || - || - || - || - || - || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 15 || - || - || - || - || +0.2 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 30 || - || - || - || - || +0.2 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 45 || - || - || - || - || +0.2 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 60 || - || - || - || - || +0.4 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 120 || - || +3 || +4 || - || - || - || - || - || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 120 || - || - || - || - || - || - || - || - || - || {{ Holo-Targeting (Long War) }} || 90% || Tracker Drone<br />
|- align="center"<br />
| 270 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 360 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 1200 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || - || - || - || - || {{ Holo-Targeting (Long War) }} || 1 || Tracker Drone<br />
|- align="center"<br />
| 0 || +2 || +2 || - || - || - || 3 || -<br />
|- align="center"<br />
| 0 || +3 || +15 || +15 || - || - || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || Battle Drone<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +3 || +30 || +10 || - || {{ Light Em Up (Long War) }} || 9 || Atlas Drone<br />
|}<br />
<br />
=Outsider=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Outsider (EU2012).jpg|128px]]<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="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 6 || 10 || 75 || 4 || 0 || 12 || 100<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || +10 || - || - || - || -<br />
|- align="center"<br />
|Impossible || +1 || - || +10 || - || - || - || +5<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Muscle Fiber Density (Long War) }} || - || -<br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || +10 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -<br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || +5 || +1 || - || - || -<br />
|- align="center"<br />
| 120 || +1 || +2 || +4 || - || - || +5 || +1 || +5 || +1 || - || - || -<br />
|- align="center"<br />
| 240 || - || +3 || +4 || +4 || +1 || +2 || - || +5 || +1 || - || - || -<br />
|- align="center"<br />
| 360 || +1 || +3 || +4 || - || +1 || +2 || +1 || +5 || +1 || - || - || -<br />
|- align="center"<br />
| 480 || - || - || +4 || +4 || - || +2 || +1 || +5 || - || - || - || -<br />
|- align="center"<br />
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || - || -<br />
|- align="center"<br />
| 600 || - || +1 || +4 || - || - || +2 || - || +5 || - || - || - || -<br />
|- align="center"<br />
| 750 || +1 || +1 || - || - || - || +2 || - || +5 || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +3 || +10 || +10 || +1 || - || +1 || +5 || +1 || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || - || - || +5 || - || - || 1 || -<br />
|- align="center"<br />
| 0 || - || - || - || +10 || {{ Opportunist (Long War) }} || 2 || Outsider Engineer<br />
|- align="center"<br />
| 0 || - || - || +5 || +10 || {{ Lightning Reflexes (Long War) }} || 3 || Outsider Navigator<br />
|- align="center"<br />
| 0 || - || - || +5 || +10 || {{ Ready For Anything (Long War) }} || 4 || -<br />
|- align="center"<br />
| 0 || - || +10 || +5 || +10 || {{ Close Combat Specialist (Long War) }} || 5 || Outsider Captain<br />
|- align="center"<br />
| 0 || - || - || +5 || +10 || {{ Sentinel (Long War) }} || 6 || -<br />
|- align="center"<br />
| 0 || - || - || - || +10 || {{ Intimidate (Long War) }} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || +20 || - || +10 || {{ Combined Arms (Long War) }} || 9 || Outsider Overlord<br />
|} <br />
<br />
=Thin Man=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]<br />
|hp=5 - 22<br />
|aim=70 - 105<br />
|defense=0 - 35<br />
|will=25 - 55<br />
|move=14 - 19<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 (flat -20%) and mobility (25%) as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed 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 />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 5 || 5 || 70 || 4 || 0 || 14 || 25<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || +5 || - || - || - || -<br />
|- align="center"<br />
|Impossible || +1 || - || +5 || - || - || - || +5<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 90 || - || +1 || +5 || - || - || - || - || +3 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 90 || - || +1 || - || - || - || - || - || - || - || {{ Sprinter (Long War) }} || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Damn Good Ground (Long War) }} || 25% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Executioner (Long War) }} || 25% || -<br />
|- align="center"<br />
| 120 || - || - || +5 || - || - || - || - || +3 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 180 || - || +1 || - || - || - || - || - || - || - || {{ Lightning Reflexes (Long War) }} || 15% || Sidewinder<br />
|- align="center"<br />
| 210 || - || +1 || - || +5 || - || - || +1 || +3 || - || - || - || -<br />
|- align="center"<br />
| 240 || - || +1 || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -<br />
|- align="center"<br />
| 360 || - || - || +5 || +5 || - || +3 || +1 || +3 || +2 || - || - || -<br />
|- align="center"<br />
| 400 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -<br />
|- align="center"<br />
| 450 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 550 || - || -4 || +5 || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Thin Man Sniper<br />
|- align="center"<br />
| 600 || - || +1 || +5 || +5 || - || +3 || +1 || +3 || - || - || - || -<br />
|- align="center"<br />
| 700 || - || - || +5 || +5 || - || +3 || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 800 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -<br />
|- align="center"<br />
| 1200 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || - || +1 || - || +4 || {{ Executioner (Long War) }} || 1 || -<br />
|- align="center"<br />
| 0 || - || +1 || +5 || +4 || {{ Sharpshooter (Long War) }} || 2 || -<br />
|- align="center"<br />
| 0 || - || +1 || - || +4 || {{ Bombard (Long War) }} || 3 || -<br />
|- align="center"<br />
| 0 || - || +1 || - || - || {{ Squadsight (Long War) }} || 4 || Thin Man Sniper<br />
|- align="center"<br />
| 0 || +1 || +1 || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -<br />
|- align="center"<br />
| 0 || - || +1 || +5 || +5 || {{ Sprinter (Long War) }} || 6 || -<br />
|- align="center"<br />
| 0 || +1 || +1 || +10 || +6 || {{ Lightning Reflexes (Long War) }} || 7 || Sidewinder<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +5 || +5 || +7 || {{ Aggression (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || - || +5 || - || {{ Tactical Sense (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Typhon<br />
|} <br />
<br />
=Floater=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Floater_1_(EU2012).png|128px]]<br />
|hp=5 - 16<br />
|aim=65 - 90<br />
|defense=0 - 16<br />
|will=20 - 44<br />
|move=14 - 21<br />
|fuel=32<br />
}}<br />
Floaters behave identically to vanilla floaters. Floater squad leaders often 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="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 5 || 5 || 65 || 4 || 0 || 14 || 20<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || +1 || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || +1 || +1 || - || - || - || - || +5<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center" style="background-color:#FFB"<br />
| 60 || - || - || - || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Floater Sentry<br />
|- align="center" style="background-color:#FFB"<br />
| 60 || - || +1 || +4 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 15% || -<br />
|- align="center"<br />
| 75 || - || +1 || - || - || - || - || - || +2 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 90 || - || +1 || - || - || - || - || - || +2 || - || - || 20% || -<br />
|- align="center"<br />
| 120 || - || - || +5 || - || - || - || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 180 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 210 || - || - || +4 || - || - || - || - || - || - || - || 20% || -<br />
|- align="center"<br />
| 240 || - || +1 || +5 || - || - || - || +1 || +2 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 240 || - || +1 || +2 || - || - || - || - || +2 || - || - || 15% || -<br />
|- align="center"<br />
| 330 || +1 || - || - || - || - || +4 || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -<br />
|- align="center"<br />
| 570 || - || - || - || - || - || +4 || +1 || +2 || - || - || - || -<br />
|- align="center"<br />
| 690 || - || +1 || - || - || - || - || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 780 || - || - || +5 || +5 || - || - || +1 || +2 || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -<br />
|- align="center"<br />
| 1200 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || - || +1 || +4 || +2 || {{ Covering Fire (Long War) }} || 1 || Floater Sentry<br />
|- align="center"<br />
| 0 || - || +1 || +4 || +2 || {{ Close Combat Specialist (Long War) }} || 2 || -<br />
|- align="center"<br />
| 0 || - || +1 || - || +2 || {{ Danger Zone (Long War) }} || 3 || -<br />
|- align="center"<br />
| 0 || - || +1 || +2 || +2 || {{ Sprinter (Long War) }} || 4 || Floater Raider<br />
|- align="center"<br />
| 0 || - || +1 || - || +2 || {{ Damn Good Ground (Long War) }} || 5 || -<br />
|- align="center"<br />
| 0 || - || +1 || +4 || +2 || {{ Mayhem (Long War) }} || 6 || -<br />
|- align="center"<br />
| 0 || +1 || +5 || +8 || +2 || {{ Ready For Anything (Long War) }} || 7 || Floater Reaver<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || - || +5 || +2 || {{ Aggression (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +5 || +5 || +2 || {{ Repair Servos (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || - || +5 || +2 || {{ Tactical Sense (Long War) }} || 8 || Great Reaver<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +5 || +5 || +2 || {{ Combined Arms (Long War) }} || 9 || Reaver Lord<br />
|} <br />
<br />
=Chryssalid=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]<br />
|hp=8-62<br />
|aim=8<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 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won't reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat 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="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 8 || 8 || - || 25 || 10 || 20 || 50<br />
|- align="center"<br />
|Normal || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || +1 || - || - || - || - || - || +5<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center" style="background-color:#FFB"<br />
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || - || - || - || - || - || - || +10 || - || - || 20% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 20% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -<br />
|- align="center"<br />
| 150 || +1 || +1 || - || - || - || - || - || +2 || +1 || - || - || -<br />
|- align="center"<br />
| 180 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -<br />
|- align="center"<br />
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 270 || +1 || +1 || - || - || - || - || +1 || +2 || - || - || - || -<br />
|- align="center"<br />
| 300 || - || +2 || - || - || - || +5 || +1 || +2 || +1 || - || - || -<br />
|- align="center"<br />
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -<br />
|- align="center"<br />
| 550 || - || +1 || - || - || - || +5 || +1 || +2 || - || - || - || -<br />
|- align="center"<br />
| 650 || +1 || +1 || - || - || - || - || +1 || +2 || +1 || - || - || -<br />
|- align="center"<br />
| 725 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 800 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +2 || - || - || - || +5 || +2 || +2 || +2 || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || +1 || +2 || - || +5 || - || 1 || -<br />
|- align="center"<br />
| 0 || +1 || +1 || - || +5 || {{ Lightning Reflexes (Long War) }} || 2 || Chryssalid Warrior<br />
|- align="center"<br />
| 0 || +1 || +2 || - || +5 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -<br />
|- align="center"<br />
| 0 || +1 || +1 || - || +5 || {{ Sprinter (Long War) }} || 4 || Chryssalid Charger<br />
|- align="center"<br />
| 0 || +1 || +2 || - || +5 || - || 5 || -<br />
|- align="center"<br />
| 0 || +1 || +1 || - || +5 || {{ Shock Absorbent Armor (Long War) }} || 6 || Hive Queen<br />
|- align="center"<br />
| 0 || +1 || +5 || - || +5 || - || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +10 || - || +5 || - || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +20 || - || +5 || {{ Resilience (Long War) }} || 9 || Greater Hive Queen<br />
|} <br />
<br />
=Zombie=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Zombie_1_(EU2012).png|128px]]<br />
|hp=12-23<br />
|aim=8<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="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 7 || 12 || - || 0 || 0 || 9 || 120<br />
|- align="center"<br />
|Normal || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || +3 || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || +1 || +3 || - || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="11" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk <br />
|- align="center"<br />
| 210 || +1 || - || - || - || - || - || +2 || - || - || - <br />
|- align="center"<br />
| 360 || +1 || +1 || - || - || - || - || +1 || - || - || - <br />
|- align="center"<br />
| 420 || +1 || +1 || - || - || - || - || +1 || - || - || - <br />
|- align="center"<br />
| 450 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }}<br />
|- align="center"<br />
| 480 || +1 || +1 || - || - || - || - || - || - || - || - <br />
|- align="center"<br />
| 600 || +1 || +1 || - || - || - || - || +1 || - || - || - <br />
|- align="center"<br />
| 700 || +1 || +1 || - || - || - || - || +1 || - || - || - <br />
|- align="center"<br />
| 800 || +1 || +1 || - || - || - || - || +1 || - || - || - <br />
|- align="center"<br />
| 900 || +1 || +5 || - || - || - || - || - || - || - || - <br />
|}<br />
<br />
<br />
=Seeker=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Seeker_(EU2012).png|128px]]<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 (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach. Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.<br />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 3 || 4 || 65 || 0 || 0 || 16 || 0<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || +1 || +1 || - || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} || - || -<br />
|- align="center"<br />
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || - || - || - || - || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 67% || Stalker<br />
|- align="center"<br />
| 75 || - || +1 || - || - || - || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 150 || - || +1 || - || - || - || +5 || - || - || - || - || - || -<br />
|- align="center"<br />
| 210 || - || - || +2 || - || - || - || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 240 || - || - || +2 || - || +1 || +5 || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 300 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 420 || +1 || - || - || - || - || +5 || - || - || - || - || - || -<br />
|- align="center"<br />
| 540 || - || - || +2 || - || +1 || - || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 700 || - || - || +2 || - || - || - || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 800 || - || +3 || +2 || - || - || - || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +5 || +6 || - || +1 || +5 || +3 || - || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 1 || Stalker<br />
|- align="center"<br />
| 0 || - || +3 || +2 || - || {{ Holo-Targeting (Long War) }} || 2 || -<br />
|- align="center"<br />
| 0 || - || +3 || +2 || - || {{ Rapid Reaction (Long War) }} || 3 || -<br />
|- align="center"<br />
| 0 || +1 || +5 || +2 || - || - || 4 || -<br />
|- align="center"<br />
| 0 || - || +5 || +2 || - || {{ Platform Stability (Long War) }} || 5 || -<br />
|- align="center"<br />
| 0 || - || +5 || +2 || - || {{ Intimidate (Long War) }} || 6 || -<br />
|- align="center"<br />
| 0 || +1 || +10 || +2 || - || {{ Close Encounters (Long War) }} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +10 || +2 || - || {{ Combined Arms (Long War) }} || 9 || Hydra<br />
|} <br />
<br />
=Muton=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Muton_1_(EU2012).png|128px]]<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="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 8* || 8 || 70* || 4 || 10 || 12 || 30<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || +2 || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || +1 || +2 || - || - || - || - || +5<br />
|}<br />
<br />
* Before 105 days of alien research, mutons use alien carbines, which modifies their base damage and aim to be 6 and 76 respectively. The stats in the table are for when mutons use alien rifles.<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center" style="background-color:#FFB"<br />
| 90 || - || - || +2 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Muton Sentry<br />
|- align="center" style="background-color:#FFB"<br />
| 90 || - || +1 || +2 || - || - || - || - || - || - || - || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 90 || - || +1 || +2 || - || - || - || - || +5 || - || - || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 120 || - || - || - || - || - || - || - || - || - || {{ Hyper-Reactive Pupils (Long War) }} || 25% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 150 || - || - || - || - || - || - || - || - || - || {{ Depth Perception (Long War) }} || 25% || -<br />
|- align="center"<br />
| 210 || - || +1 || - || - || - || - || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 270 || - || +1 || - || - || - || - || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 330 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 420 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Sniper<br />
|- align="center"<br />
| 510 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 600 || - || +1 || +2 || +2 || - || +2 || - || +3 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 650 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || 50% || -<br />
|- align="center"<br />
| 700 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 800 || - || +1 || +2 || - || - || +3 || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 1200 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || - || +2 || +2 || +3 || {{ Covering Fire (Long War) }} || 1 || Muton Sentry<br />
|- align="center"<br />
| 0 || - || +1 || +2 || +3 || {{ Opportunist (Long War) }} || 2 || -<br />
|- align="center"<br />
| 0 || +1 || +1 || +2 || +3 || {{ HEAT Warheads (Long War) }} || 3 || -<br />
|- align="center"<br />
| 0 || - || +1 || +2 || +3 || {{ Bombard (Long War) }} || 4 || Muton Grenadier<br />
|- align="center"<br />
| 0 || - || - || - || - || {{ Fortiores Una (Long War) }} || 5 || -<br />
|- align="center"<br />
| 0 || - || +2 || +2 || +4 || {{ Will To Survive (Long War) }} || 5 || -<br />
|- align="center"<br />
| 0 || - || +1 || +2 || +4 || {{ Sentinel (Long War) }} || 6 || Muton Sentinel<br />
|- align="center"<br />
| 0 || +1 || +5 || +2 || +4 || {{ Light Em Up (Long War) }} || 7 || Muton Centurion<br />
|- align="center"<br />
| 0 || +1 || +5 || +2 || +4 || {{ Tandem Warheads (Long War) }} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +5 || +5 || +5 || {{ Aggression (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || - || +5 || +5 || {{ Tactical Sense (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Sargon<br />
|} <br />
<br />
<br />
=Cyberdisc=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]<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 />
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs "Death Blossom", so be cautious not to engage too closely.<br />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 9 || 18 || 70 || 8 || 0 || 18 || 0<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || +2 || +3 || - || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 270 || - || +2 || - || - || +1 || - || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 360 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 420 || +1 || +1 || - || - || +1 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 480 || +1 || +1 || - || - || - || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 600 || +1 || +2 || - || - || - || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 720 || +1 || +1 || - || - || - || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 900 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -<br />
|- align="center"<br />
| 1200 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || - || +1 || - || - || - || 1 || -<br />
|- align="center"<br />
| 0 || - || +1 || - || - || {{ Bombard (Long War) }} || 2 || Cyberdisc Bomber<br />
|- align="center"<br />
| 0 || - || +1 || - || - || {{ Damage Control (Long War) }} || 3 || -<br />
|- align="center"<br />
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 4 || Cyberdisc Destroyer<br />
|- align="center"<br />
| 0 || - || +1 || +2 || - || {{ Repair Servos (Long War) }} || 4 || -<br />
|- align="center"<br />
| 0 || +1 || +1 || +2 || - || {{ Aggression (Long War) }} || 5 || -<br />
|- align="center"<br />
| 300 || - || +2 || +2 || - || {{ Rapid Reaction (Long War) }} || 6 || -<br />
|- align="center"<br />
| 0 || - || +3 || +2 || - || {{ Light Em Up (Long War) }} || 7 || Gunstar<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || +15 || +5 || - || {{ Combined Arms (Long War) }} || 9 || Dreadnought<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ HEAT Warheads (Long War) }} || 9 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Tandem Warheads (Long War) }} || 9 || -<br />
|} <br />
<br />
<br />
=Mechtoid=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Mechtoid_(EU2012).png|128px]]<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 Cyberdisc, the Mechtoid will eventually gain access to Reactive Targeting Sensors.<br />
<br />
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 />
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.<br />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="9" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Health (Long War)}} Shield HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 8 || 25 || 6 || 75 || 8 || 0 || 14 || 40<br />
|- align="center"<br />
|Normal || - || - || - ||-10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || +2 || - || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || +2 || +5 || - || - || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="14" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="9%" |{{Health (Long War)}} Shield HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || - || {{ Combined Arms (Long War) }} || - || -<br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || - || {{ Light Em Up (Long War) }} || - || -<br />
|- align="center"<br />
| 1 || - || - || - || - || - || +2 || - || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 270 || - || +2 || +1 || - || - || - || - || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 360 || - || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 420 || +1 || +2 || +1 || +4 || - || +1 || - || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 500 || - || +3 || - || +4 || +4 || - || +4 || +1 || +3 || - || - || - || -<br />
|- align="center"<br />
| 600 || - || +3 || +1 || +4 || - || - || - || +1 || +3 || - || - || - || -<br />
|- align="center"<br />
| 700 || +1 || - || - || - || - || - || +4 || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +3 || +3 || +8 || - || +1 || - || - || +3 || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || - || +1 || +2 || +3 || {{ Executioner (Long War) }} || 1 || -<br />
|- align="center"<br />
| 0 || - || +1 || +2 || +3 || {{ Platform Stability (Long War) }} || 2 || -<br />
|- align="center"<br />
| 0 || +1 || +1 || +2 || +3 || {{ Advanced Fire Control (Long War) }} || 3 || -<br />
|- align="center"<br />
| 0 || - || +2 || +2 || +3 || {{ Shock Absorbent Armor (Long War) }} || 4 || Vulcan Mechtoid<br />
|- align="center"<br />
| 0 || +1 || +1 || +2 || +3 || {{ Repair Servos (Long War) }} || 5 || -<br />
|- align="center"<br />
| 0 || +1 || +2 || +2 || +3 || {{ Rapid Reaction (Long War) }} || 6 || -<br />
|- align="center"<br />
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 7 || -<br />
|- align="center"<br />
| 0 || +2 || +10 || +2 || +3 || {{ Reactive Targeting Sensors (Long War) }} || 7 || Leviathan Mechtoid<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 9 || Colossus<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 9 || -<br />
|} <br />
<br />
<br />
=Berserker=<br />
{{Unit Stat Box LW<br />
|appears=March<br />
|picture=[[File:Berserker_(EU2012).png|128px]]<br />
|hp=25-78<br />
|aim=8<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="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 10 || 20 || - || 33 || 20 || 17 || 80<br />
|- align="center"<br />
|Normal || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || +2 || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || +2 || +5 || - || - || - || - || +5<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Muscle Fiber Density (Long War) }} || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || +1 || - || - || - || - || - || - || - || - || 20% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -<br />
|- align="center"<br />
| 270 || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 300 || - || +1 || - || - || - || +5 || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 330 || - || +2 || - || - || - || - || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 420 || +1 || +2 || - || - || - || - || +2 || +3 || +1 || - || - || -<br />
|- align="center"<br />
| 500 || +1 || +2 || - || - || - || +5 || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 600 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 700 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 800 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -<br />
|- align="center"<br />
| 900 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -<br />
|- align="center"<br />
| 1200 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || - || +2 || - || +3 || - || 1 || -<br />
|- align="center"<br />
| 0 || - || +2 || - || +3 || {{ Shock Absorbent Armor (Long War) }} || 2 || Behemoth<br />
|- align="center"<br />
| 0 || +1 || +2 || - || +3 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -<br />
|- align="center"<br />
| 0 || - || +2 || - || +3 || - || 4 || -<br />
|- align="center"<br />
| 0 || +1 || +2 || - || +3 || - || 5 || -<br />
|- align="center"<br />
| 0 || - || +2 || - || +3 || {{ Sprinter (Long War) }} || 6 || Juggernaut<br />
|- align="center"<br />
| 0 || +1 || +5 || - || +3 || - || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +5 || - || +3 || - || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Lightning Reflexes (Long War) }} || 9 || Mongo<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +15 || - || +3 || {{ Tactical Sense (Long War) }} || 9 || -<br />
|} <br />
<br />
<br />
=Sectoid Commander=<br />
{{Unit Stat Box LW<br />
|appears=Late<br />
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]<br />
|hp=15 <br />
|aim=85<br />
|defense=20<br />
|will=90<br />
|move=12<br />
}}<br />
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics. Sectoid Commanders can use Mind Control.<br />
<br />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 4 || 15 || 65 || 0 || 20 || 12 || 90<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || - || - || - || - || +20<br />
|- align="center"<br />
|Impossible || +1 || - || - || - || - || - || +25<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || +1 || +1 || - || - || - || - || - || +2 || - || - || 25% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || +1 || - || - || - || - || - || - || +5 || - || - || 50% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 50% || -<br />
|- align="center"<br />
| 1 || - || - || - || - || - || - || - || - || +1 || - || - || -<br />
|- align="center"<br />
| 270 || +1 || +3 || - || - || - || - || - || +10 || - || - || - || -<br />
|- align="center"<br />
| 360 || - || - || - || - || - || - || - || +10 || - || - || - || -<br />
|- align="center"<br />
| 400 || +1 || - || - || - || - || - || - || +10 || - || - || - || -<br />
|- align="center"<br />
| 420 || +1 || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -<br />
|- align="center"<br />
| 480 || - || +2 || - || - || - || +3 || - || +10 || +1 || - || - || -<br />
|- align="center"<br />
| 660 || +1 || +3 || - || - || - || +4 || - || +10 || - || - || - || -<br />
|- align="center"<br />
| 780 || - || +3 || - || - || - || +3 || - || +10 || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +5 || - || - || - || +4 || +1 || +10 || +1 || - || - || -<br />
|- align="center"<br />
| 1200 || +1 || +5 || - || - || - || +5 || +1 || +10 || +1 || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || +1 || +1 || - || +4 || {{ Distortion Field (Long War) }} || 1 || -<br />
|- align="center"<br />
| 0 || - || +1 || - || +4 || {{ Low Profile (Long War) }} || 2 || -<br />
|- align="center"<br />
| 0 || - || +2 || - || +4 || - || 3 || -<br />
|- align="center"<br />
| 0 || +1 || +2 || - || +4 || - || 4 || -<br />
|- align="center"<br />
| 300 || - || +1 || - || +4 || {{ Aggression (Long War) }} || 5 || -<br />
|- align="center"<br />
| 330 || +1 || +1 || - || +4 || {{ Close Combat Specialist (Long War) }} || 6 || -<br />
|- align="center"<br />
| 360 || +1 || +1 || - || +4 || {{ Regen Biofield (Long War) }} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || +5 || +5 || +10 || {{ Combined Arms (Long War) }} || 9 || Great Reticulan<br />
|} <br />
<br />
<br />
=Heavy Floater=<br />
{{Unit Stat Box LW<br />
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]<br />
|hp=-<br />
|aim=-<br />
|defense=-<br />
|will=-<br />
|move=-<br />
}}<br />
An improvement over the original floater.<br />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 8 || 15 || 70 || 8 || 10 || 12 || 25<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || +2 || - || - || - || - || - || +5<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || - || +3 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 25% || Heavy Floater Sentry<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || +1 || - || - || - || - || - || - || - || {{ Sapper (Long War) }} || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 270 || - || +1 || +2 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 20% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 300 || - || - || - || - || - || - || - || - || - || {{ Shredder Ammo (Long War) }} || 10% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 300 || - || +1 || +2 || - || - || - || - || - || - || {{ Mayhem (Long War) }} || 20% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 300 || - || - || - || - || - || - || - || +1 || - || {{ Depth Perception (Long War) }} || 50% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 360 || - || +1 || +3 || - || - || - || - || - || - || - || 25% || -<br />
|- align="center"<br />
| 360 || - || +3 || - || - || +1 || - || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 420 || - || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 500 || - || +2 || +4 || - || - || - || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 600 || - || +1 || - || - || - || +4 || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 700 || - || +1 || - || - || - || - || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 800 || - || +2 || - || - || - || +4 || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +2 || +4 || +4 || - || +4 || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 1200 || +1 || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || - || +2 || +2 || +2 || {{ Repair Servos (Long War) }} || 1 || -<br />
|- align="center"<br />
| 0 || - || +1 || +2 || +2 || {{ HEAT Ammo (Long War) }} || 2 || Heavy Floater Destroyer<br />
|- align="center"<br />
| 0 || - || +1 || +2 || +2 || {{ Close Encounters (Long War) }} || 3 || -<br />
|- align="center"<br />
| 0 || - || +1 || +2 || +2 || {{ Bombard (Long War) }} || 4 || -<br />
|- align="center"<br />
| 0 || +1 || +1 || +2 || +2 || {{ Tactical Sense (Long War) }} || 5 || Warmaster<br />
|- align="center"<br />
| 360 || +1 || +1 || +2 || +2 || {{ Damn Good Ground (Long War) }} || 6 || -<br />
|- align="center"<br />
| 420 || +1 || +2 || +2 || +2 || {{ Will To Survive (Long War) }} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +3 || +3 || +5 || {{ Mayhem (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || +500 || - || {{ Combined Arms (Long War) }} || 9 || Archon<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +3 || +3 || +5 || {{ Danger Zone (Long War) }} || 9 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || - || - || - || {{ Tandem Warheads (Long War) }} || 9 || -<br />
|} <br />
<br />
<br />
=Muton Elite=<br />
{{Unit Stat Box LW<br />
|picture=[[File:Elite_Muton_(EU2012).png|128px]]<br />
|hp=20-23<br />
|aim=75-80<br />
|defense=20<br />
|will=40-49<br />
|move=12<br />
}}<br />
Similar looking to Mutons, but with a red armor and a helmet.<br />
<br />
They appear as Pod Leaders first, usually in pairs like normal Mutons, in the late game they entirely replace Mutons on missions.<br />
Care must be taken, because they have a lot of innate defense and Tactical Sense, as well as a lot of firepower at their disposal. Their Heavy Plasma Weapons are both destructive and highly damaging, and even though they lost Initimidate, they still benefit from Bloodlust. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.<br />
<br />
Their Overwatch becomes lethal with Oppurtunist, Covering Fire and Sentinel, they can fire twice with Light' Em Up and further with Squadsight, crit with Aggression and Bring 'Em On and respond to fire with RTS. Watch out for Bombard-Grenades, HEAT and Tandem Warheads as well. A encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to focus and speed up their research. <br />
<br />
One using Psionics to attack them should take care too, as they gain high will and Neural Damping.<br />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 10 || 20 || 80 || 0 || 20 || 12 || 40<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || +2 || - || - || - || - || - || +5<br />
|- align="center"<br />
! colspan="8" | '''Base Abilities/Perks'''<br />
|- align="center"<br />
| colspan="8" | {{ Bombard (Long War) }} &nbsp; {{ Suppression (Long War) }}<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || - || - || - || - || - || - || - || - || {{ Grenadier (Long War) }} || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || +1 || - || - || - || - || - || - || - || {{ Bombard (Long War) }} || 33% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || - || - || - || - || - || - || +2 || - || {{ Covering Fire (Long War) }} || 33% || Muton Elite Sentry<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || +1 || - || - || - || - || - || - || - || {{ HEAT Warheads (Long War) }} || 33% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || - || +5 || - || - || - || - || - || - || - || 33% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || -<br />
|- align="center"<br />
| 360 || - || - || - || - || - || - || - || +2 || - || {{ Hyper-Reactive Pupils (Long War) }} || - || -<br />
|- align="center"<br />
| 420 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || - || -<br />
|- align="center"<br />
| 450 || - || +3 || - || - || - || - || - || +5 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Elite Sniper<br />
|- align="center"<br />
| 500 || - || - || - || - || - || +3 || - || +5 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 500 || - || - || - || - || - || - || - || +20 || - || - || 10% || -<br />
|- align="center"<br />
| 600 || - || +2 || +4 || - || - || - || +1 || +5 || +1 || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 600 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || 33% || -<br />
|- align="center"<br />
| 700 || - || +1 || - || - || - || - || - || - || - || {{ Lock N Load (Long War) }} || - || -<br />
|- align="center"<br />
| 700 || - || - || - || - || - || +3 || - || +5 || - || - || - || -<br />
|- align="center"<br />
| 800 || - || - || +4 || +4 || - || +4 || - || +5 || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +5 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -<br />
|- align="center"<br />
| 1200 || +1 || +10 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 0 || - || - || - || +3 || {{ Bombard (Long War) }} || 1 || -<br />
|- align="center"<br />
| 0 || - || - || - || - || {{ Fortiores Una (Long War) }} || 1 || -<br />
|- align="center"<br />
| 0 || - || +2 || +2 || +3 || {{ Light Em Up (Long War) }} || 1 || Muton Elite Legionary<br />
|- align="center"<br />
| 0 || - || +1 || +1 || +3 || {{ Opportunist (Long War) }} || 2 || -<br />
|- align="center"<br />
| 0 || - || +2 || +2 || +3 || {{ Tactical Sense (Long War) }} || 3 || -<br />
|- align="center"<br />
| 0 || +1 || +1 || +1 || +4 || {{ Bring Em On (Long War) }} || 4 || -<br />
|- align="center"<br />
| 0 || - || - || - || - || {{ Combined Arms (Long War) }} || 4 || Muton Elite Commando<br />
|- align="center"<br />
| 0 || - || +2 || +2 || +4 || {{ Sentinel (Long War) }} || 5 || -<br />
|- align="center"<br />
| 0 || - || +1 || +1 || +4 || {{ Will To Survive (Long War) }} || 6 || -<br />
|- align="center"<br />
| 0 || - || - || - || - || {{ Covering Fire (Long War) }} || 7 || -<br />
|- align="center"<br />
| 0 || - || - || - || - || {{ Squadsight (Long War) }} || 7 || -<br />
|- align="center"<br />
| 450 || +1 || +2 || +2 || +4 || {{ Reactive Targeting Sensors (Long War) }} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +1 || +10 || +5 || +30 || {{ Aggression (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 660 || - || - || - || - || {{ Neural Damping (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Neural Damping (Long War) }} || 9 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Shredder Ammo (Long War) }} || 9 || Muton Elite Praetorian<br />
|} <br />
<br />
<br />
=Sectopod=<br />
{{Unit Stat Box LW<br />
|picture=[[File:Sectopod 1 (EU2012).png|128px]]<br />
|hp=-<br />
|aim=-<br />
|defense=-<br />
|will=-<br />
|move=-<br />
}}<br />
<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="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 11 || 35 || 80 || 8 || 0 || 12 || 0<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || - || - || - || - || -<br />
|- align="center"<br />
|Impossible || +2 || - || - || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 1 || - || - || - || - || +4 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 450 || - || +5 || - || - || - || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 600 || - || - || - || - || +1 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 700 || +4 || +5 || +5 || - || +1 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 800 || +3 || +5 || +5 || - || +1 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 900 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 1200 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 360 || - || +5 || - || - || {{ Repair Servos (Long War) }} || 3 || -<br />
|- align="center"<br />
| 420 || - || +5 || - || - || {{ HEAT Ammo (Long War) }} || 4 || Sectopod Destroyer<br />
|- align="center"<br />
| 660 || - || +5 || - || - || {{ Sentinel (Long War) }} || 5 || -<br />
|- align="center"<br />
| 720 || - || +5 || - || - || {{ Reactive Targeting Sensors (Long War) }} || 6 || Reaper<br />
|- align="center"<br />
| 999 || - || - || - || - || {{ Light Em Up (Long War) }} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || +35 || +30 || - || {{ Light Em Up (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Reactive Targeting Sensors (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Repair Servos (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Sentinel (Long War) }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ Combined Arms (Long War) }} || 9 || Titan<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || - || - || - || - || {{ HEAT Ammo (Long War) }} || 9 || -<br />
|} <br />
<br />
<br />
=Ethereal=<br />
{{Unit Stat Box LW<br />
|picture=[[File:Ethereal_(EU2012).png|128px]]<br />
|hp=-<br />
|aim=-<br />
|defense=-<br />
|will=-<br />
|move=-<br />
}}<br />
<br />
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power. Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereals represent the pinnacle of psionic deadliness. Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker. The Ethereal's '''Psionic Lance''' is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can't be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].<br />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 10 || 20 || 100 || 0 || 40 || 12 || 120<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || - || - || - || - || +20<br />
|- align="center"<br />
|Impossible || +2 || - || - || - || - || - || +25<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 1 || +3 || - || - || - || - || - || - || +15 || - || {{ Adaptive Bone Marrow (Long War) }} || - || -<br />
|- align="center"<br />
| 1 || - || - || - || - || - || - || - || - || +4 || - || - || -<br />
|- align="center"<br />
| 420 || - || +5 || - || - || - || - || - || +15 || - || - || - || -<br />
|- align="center"<br />
| 540 || - || +5 || - || - || - || - || - || +15 || +2 || - || - || -<br />
|- align="center"<br />
| 700 || +1 || - || - || - || - || +5 || - || +5 || - || - || - || -<br />
|- align="center"<br />
| 900 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -<br />
|- align="center"<br />
| 1200 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Leader Progression'''<br />
|- align="center"<br />
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name<br />
|- align="center"<br />
| 360 || - || +2 || - || +3 || {{ Distortion Field (Long War) }} || 1 || -<br />
|- align="center"<br />
| 390 || - || +2 || - || +4 || {{ Shock Absorbent Armor (Long War) }} || 2 || -<br />
|- align="center"<br />
| 420 || - || +2 || - || +4 || - || 3 || -<br />
|- align="center"<br />
| 450 || - || +2 || - || +4 || {{ Sprinter (Long War) }} || 4 || -<br />
|- align="center"<br />
| 480 || - || +2 || - || +5 || {{ Executioner (Long War) }} || 5 || -<br />
|- align="center"<br />
| 510 || +3 || +5 || - || +5 || - || 6 || -<br />
|- align="center"<br />
| 540 || +3 || +5 || - || +15 || {{ Squadsight (Long War) }} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +3 || +5 || - || +15 || - || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 0 || +3 || +5 || - || +15 || {{ Combined Arms (Long War) }} || 9 || Ethereal Overmind<br />
|}<br />
<br />
=Uber Ethereal=<br />
{{Unit Stat Box LW<br />
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]<br />
|hp=-<br />
|aim=-<br />
|defense=-<br />
|will=-<br />
|move=-<br />
}}<br />
<br />
The ultimate ethereal.<br />
<br />
{| class="wikitable" width="50%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="8" | '''Base Stats and Difficulty Modifiers'''<br />
|- align="center"<br />
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will<br />
|- align="center"<br />
|''Base Stats'' || 10 || 60 || 120 || 0 || 50 || 12 || 200<br />
|- align="center"<br />
|Normal || - || - || -10 || - || - || - || -<br />
|- align="center"<br />
|Classic || - || - || -5 || - || - || - || -<br />
|- align="center"<br />
|Brutal || - || - || - || - || +5 || - || +20<br />
|- align="center"<br />
|Impossible || +2 || - || - || - || +10 || - || +25<br />
|}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ <br />
|- align="center"<br />
! colspan="13" | '''Research Progression'''<br />
|- align="center"<br />
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Navigator Chance !! width="9%" | Special Name <br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Absorption Fields (Long War) }} || - || -<br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Close Encounters (Long War) }} || - || -<br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Distortion Field (Long War) }} || - || -<br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Lightning Reflexes (Long War) }} || - || -<br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Opportunist (Long War) }} || - || -<br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || - || -<br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Shock Absorbent Armor (Long War) }} || - || -<br />
|- align="center"<br />
| 0 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || - || -<br />
|- align="center"<br />
| 1 || - || - || - || - || - || - || - || - || +15 || - || - || -<br />
|- align="center"<br />
| 540 || - || - || - || - || - || +10 || - || +10 || - || - || - || -<br />
|- align="center"<br />
| 700 || - || - || - || - || - || +10 || - || +10 || - || - || - || -<br />
|- align="center"<br />
| 900 || - || - || - || - || - || +10 || - || +10 || - || - || - || -<br />
|}<br />
<br />
= See also =<br />
{{Aliens (Long War) Navbar}}<br />
[[Category: Aliens (Long War)]]<br />
[[Category: Long War]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Equipment_(Long_War)&diff=64578
Equipment (Long War)
2015-05-20T19:26:22Z
<p>Mossflower: </p>
<hr />
<div>{{CheckOutdated (Long War)|b15}}<br />
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
<br />
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.<br />
<br />
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). <br />
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.<br />
* 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). Items with increased charges from perks such as Packmaster do not have increased weight.<br />
* An item slot can be cleared with the "empty hand" button in the item slot.<br />
<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 />
<br />
<br />
<br />
<br />
<br />
<br />
== Soldier Equipment==<br />
<br />
=== Protective Items===<br />
<br />
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.<br />
<br />
{| class="wikitable" width="80%"<br />
|-<br />
!colspan="12" | Protective Items<br />
|-<br />
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|-align=center<br />
|[[Image: Alloy Plating Long War.png|center|128x64px]]'''Alloy Plating''' || -1 || All || Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Ceramic Plates Long War.png|center|128x64px]]'''Ceramic Plates''' || -1 || All || Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Chameleon Suit Long War.png|center|128x64px]]'''Chameleon Suit''' || -1 || Scout || Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy<br />New Combat Systems || 65 || 0 || 8 || 20 || 7 || -<br />
|-align=center<br />
|[[Image: Chittin Plating Long War.png|center|128x64px]]'''Chitin Plating''' || -2 || All || Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass<br />
|-align=center<br />
|[[Image: Impact Vest Long War.png|center|128x64px]]'''Impact Vest''' || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 18 || 8 || 10 || 10 || -<br />
|-align=center<br />
|[[Image: Mind Shield Long War.png|center|128x64px]]'''Mind Shield''' || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy<br />Psi Warfare Systems || 200 || 20 || 60 || 10 || 20 || 5x Sectoid Commander Corpse<br />
|-align=center<br />
|[[Image: Psi Screen Long War.png|center|128x64px]]'''Psi Screen''' || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy<br />Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core<br />
|-align=center<br />
|[[Image: Reinforced Armor Long War.png|center|128x64px]]'''Reinforced Armor''' || -2 || All || Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Respirator Implant Long War.png|center|128x64px]]'''Respirator Implant''' || 0 || All || Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier's bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -<br />
|}<br />
<br />
=== Grenades===<br />
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. AP, HE, and Alien Grenades are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke & Mirrors perk).<br />
<br />
{| class="wikitable" width="80%"<br />
|-<br />
!colspan="12" | Grenades<br />
|-<br />
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|-align=center<br />
|[[Image: Alien Grenade Long War.png|center|128x64px]]'''Alien Grenade''' || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover. Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: AP Grenade Long War.png|center|128x64px]]'''AP Grenade''' || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Battle Scanner Long War.png|center|128x64px]]'''Battle Scanner''' || -1 || All || Can be thrown to provide vision for two turns and reveal cloaked targets. Can only equip one per soldier; perks that increase limited use items still apply. || 0 || - || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Chem Grenade Long War.png|center|128x64px]]'''Chem Grenade''' || -1 || All || Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility (25%) and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty (flat -20%) and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy<br />New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse<br />
|-align=center<br />
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]'''Flashbang Grenade''' || -1 || All || Incurs -50% aim and 40% mobility penalties, as well as reduced range for many area-of-effect attacks on enemies in the radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.<br />Also removes overwatch on the turn it is used. || 0 || - || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: HE Grenade Long War.png|center|128x64px]]'''HE Grenade''' || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Mimic Beacon Long War.png|center|128x64px]]'''Mimic Beacon''' || -1 || Psionic || When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications<br />Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse<br />
|-align=center<br />
|[[Image: Psi Grenade Long War.png|center|128x64px]]'''Psi Grenade''' || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse<br />
|-align=center<br />
|[[Image: Smoke Grenade Long War.png|center|128x64px]]'''Smoke Grenade''' || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan="6" align="center" | N/A<br />
|}<br />
<br />
=== Ammunition and damage enhancing equipment===<br />
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons' damage reduction ability.<br />
<br />
{| class="wikitable" width="80%"<br />
|-<br />
!colspan="12" | Ammunition and damage enhancing equipment<br />
|-<br />
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|-align=center<br />
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]'''Alloy-Jacketed Rounds''' || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -<br />
|-align=center<br />
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]'''Armor Piercing Ammo''' || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can't stack with some other specialized ammo. || 25 || Improved Body Armor<br />New Combat Systems || 50 || 12 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Breaching Ammo Long War.png|center|128x64px]]'''Breaching Ammo''' || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials<br />New Combat Systems || 35 || 6 || 0 || 0 || 5 || -<br />
|-align=center<br />
|[[Image: Drum Mags Long War.png|center|128x64px]]'''Drum Mags''' || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons. Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]'''Enhanced Beam Optics''' || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -<br />
|-align=center<br />
|[[Image: Flak Ammo (Long War).png|center|128x64px]]'''Flak Ammo''' || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can't stack with some other specialized ammo. <br /><br />On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy<br />MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]'''Hi Cap Mags''' || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]'''Plasma Stellerator''' || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -<br />
|-align=center<br />
|[[Image: Reaper Rounds Long War.png|center|128x64px]]'''Reaper Rounds''' || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon's range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Rocket Long War.png|center|128x64px]]'''Rocket''' || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Shredder Ammo.png|center|128x64px]]'''Shredder Ammo''' || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can't stack with some other specialized ammo. || 30 || Alien Materials<br />New Combat Systems || 30 || 6 || 0 || 0 || 5 || -<br />
|-align=center<br />
|[[Image: Shredder Rocket Long War.png|center|128x64px]]'''Shredder Rocket''' || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan="6" align="center" | N/A<br />
|}<br />
<br />
===Optics and weapon attachments ===<br />
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.<br />
{| class="wikitable" width="80%"<br />
|-<br />
!colspan="12" | Optics and weapon attachments <br />
|-<br />
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|-align=center<br />
|[[Image: Alloy Bipod Long War.png|center|128x64px]]'''Alloy Bipod''' || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials<br />New Combat Systems || 25 || 4 || 0 || 0 || 5 || -<br />
|-align=center<br />
|[[Image: Laser Sight Long War.png|center|128x64px]]'''Laser Sight''' || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Marksman Scope Long War.png|center|128x64px]]'''Marksman's Scope''' || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman's/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Neural Gunlink Long War.png|center|128x64px]]'''Neural Gunlink''' || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics<br />Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE<br />
|-align=center<br />
|[[Image: SCOPE Long War.png|center|128x64px]]'''SCOPE''' || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Targeting Module Long War.png|center|128x64px]]'''Targeting Module''' || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier's primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -<br />
|}<br />
<br />
=== Miscellaneous Items===<br />
Various items and curiosities that could make your life easier or harder, depending on how you use them. <br />
<br />
{| class="wikitable" width="80%"<br />
!colspan="12" | Miscellaneous Items<br />
|-<br />
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|-align=center<br />
|[[Image: Alien Trophy Long War.png|center|128x64px]]'''Alien Trophy''' || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || - || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Arc Thrower Long War.png|center|128x64px]]'''Arc Thrower''' || -2 || All || Stun device, carries one charge per mission.<br /><br /> Standard: 54%/48%/42%/29%. <br />Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -<br />
|-align=center<br />
|[[Image: Combat Stims Long War.png|center|128x64px]]'''Combat Stims''' || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user's will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy || 120 || 0 || 0 || 4 || 10 || 1x Berserker corpse<br />
|-align=center<br />
|[[Image: Fuel Cell Long War.png|center|128x64px]]'''Fuel Cell''' || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 || Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Medkit Long War.png|center|128x64px]]'''Medikit''' || -1 || All || Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Ghost Grenade Long War.png|center|128x64px]]'''Shadow Device''' || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy<br />Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck<br />
|-align=center<br />
|[[Image: Walker Servos Long War.png|center|128x64px]]'''Walker Servos'''|| +2 || All || Grants +2 mobility. ||45 || Advanced Power Armor<br />Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -<br />
|}<br />
<br />
=== EXALT HQ Loot===<br />
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. <br />
{| class="wikitable" width="80%"<br />
|-<br />
!colspan="12" | EXALT HQ Loot<br />
|-<br />
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | {{ Mobility (Long War)}}'''Mob''' !! rowspan="2" width="2%" | Classes !! rowspan="2" width="16%" | Effect !! colspan="2" width="8%" | Prerequisites !! colspan="6" width="14%" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|-align=center<br />
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]'''Cognitive Enhancer''' || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]'''Illuminator Gunsight''' || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink. || 0 || EXALT Base Assault Loot || colspan="6" align="center" | N/A<br />
|-align=center<br />
|[[Image: Neuroregulator Long War.png|center|128x64px]]'''Neuroregulator''' || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot || colspan="6" align="center" | N/A<br />
|}<br />
<br />
== MEC and SHIV Equipment ==<br />
<br />
=== Perk Granting Equipment===<br />
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.<br />
{| class="wikitable" width="80%"<br />
|-<br />
!colspan="13" | Perk Granting Equipment<br />
|-<br />
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | MEC !! rowspan="2" width="1%" | SHIV !! rowspan="2" width="1%" | {{Mobility (Long War)}}'''Mob''' !! rowspan="2" width="14%" | Effect !!colspan="2" width="10%" | Prerequisites !! colspan="6" width="12%" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|-align=center<br />
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]'''Adaptive Tracking Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 || Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Autoloader_Long_War.png|center|128x64px]]'''Advanced Suppression Module''' || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 || SHIV Suppression || 35 || 0 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]'''Alloy Carbide Plating''' || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 || Mechanized Unit Defenses<br />MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -<br />
|-align=center<br />
|[[Image: Autosentry Turret Long War.png|center|128x64px]]'''Autosentry Turret''' || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 || Cyberdisc Autopsy || 60 || 8 || 0 || 0 || 10 || -<br />
|-align=center<br />
|[[Image: Core Armoring Long War.png|center|128x64px]]'''Core Armoring''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || Mechanized Unit Defenses || 30 || 10 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Damage Control Pod Long War.png|center|128x64px]]'''Damage Control Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 || Heavy Floater Autopsy || 50 || 10 || 5 || 20 || 10 || -<br />
|-align=center<br />
|[[Image: HEAT Ammo Long War.png|center|128x64px]]'''HEAT Ammo''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 || Alien Materials || 30 || 6 || 0 || 0 || 5 || -<br />
|-align=center<br />
|[[Image: Holo Targeter Long War.png|center|128x64px]]'''Holo-Targeter''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 || Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Smartshell Pod Long War.png|center|128x64px]]'''Smartshell Pod''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 || Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Tactical Sensors Long War.png|center|128x64px]]'''Tactical Sensors''' || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 || Mechtoid Autopsy<br />MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer<br />
|-align=center<br />
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]'''Weapon Supercooler''' || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light 'Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -<br />
|}<br />
<br />
=== Miscellaneous Equipment===<br />
Here you will find various items designed to give your mechanized units more pronounced attributes. <br />
<br />
{| class="wikitable" width="80%"<br />
|-<br />
!colspan="13" | Miscellaneous Equipment<br />
|-<br />
!rowspan="2" width="6%" | Name !! rowspan="2" width="1%" | MEC !! rowspan="2" width="1%" | SHIV !! rowspan="2" width="1%" | {{Mobility (Long War)}}'''Mob''' !! rowspan="2" width="14%" | Effect !!colspan="2" width="10%" | Prerequisites !! colspan="6" width="12%" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|-align=center<br />
|[[Image: Battle Computer Long War.png|center|128x64px]]'''Battle Computer''' || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 || Sectopod Autopsy<br />MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer<br />
|-align=center<br />
|[[Image: Elerium Turbos Long War.png|center|128x64px]]'''Elerium Turbos''' || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 || Elerium<br />Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -<br />
|-align=center<br />
|[[Image: Incinerator Module (Long War).png|center|128x64px]]'''Incinerator Module''' || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium<br />MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -<br />
|-align=center<br />
|[[Image: The Thumper Long War.png|center|128x64px]]'''The Thumper''' || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems<br />MEC Warfare Systems || 70 || 20 || 20 || 2 || 7 || - <br />
|}<br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Loadout (Long War)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Research_(Long_War)&diff=59949
Research (Long War)
2014-10-14T18:03:35Z
<p>Mossflower: </p>
<hr />
<div>==Changes from Vanilla==<br />
The Long War mod adds more techs and increases research times. It features:<br />
*A vastly Expanded Research Tree.<br />
*Longer Research times.<br />
*Autopsies require multiple corpses.<br />
*Interrogation requires that the species in question has already been autopsied.<br />
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.<br />
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).<br />
<br />
==Research Credits==<br />
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower's reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.<br />
<br />
Interrogating a particular species will give credit for:<br />
*Sectoid: Cybernetics<br />
*Thin Man: Laser Weaponry<br />
*Floater: Aerospace<br />
*Muton: Gauss Weaponry<br />
*Berserker: Armor<br />
*Heavy Floater: Plasma Weaponry<br />
*Sectoid Commander: Psionics<br />
*Muton Elite: All Weapons<br />
*Ethereal: All Tech<br />
<br />
Note that Captive Aliens of an already interrogated species can be requested by Council Members.<br />
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.<br />
<br />
==Research==<br />
{| class="wikitable"<br />
!colspan="5" | Alien Tech<br />
|-<br />
! Name !! | Prerequisites !! | Materials !! | Point Cost <br/> ((Scientists X Days)) !! | Unlocks<br />
|-<br />
|Xenobiology|| None || 5x Sectoid Corpses || 150 || Council Requests: Sectoid Corpses (Gives Scientists) <br/> Alien Containment (Construction)<br/> Targeting Module (Equipment)<br />
|-<br />
|Alien Weaponry|| None || 5x Weapon Fragments || 180 <Br/> Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) <br/> Scope (Equipment) <br/> Weapon Gyros (Equipment - Mech) <br/> Mag Pistols (Foundry Project) <br/> SHIV Suppression (Foundry Project) <br/> Beam Lasers (Research Project)<br />
|-<br />
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) <br/> Satellite Nexus (Construction)<br />
|-<br />
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) <br/> Genetics Lab (Construction) <br/> Depth Perception (Gene Mod) <br/> Hyper-Reactive Pupils (Gene Mod) <br/> Illuminator Gunsight (Equipment - requires New Combat Systems)<br />
|-<br />
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) <br/> Adaptive Tracking Pods (Equipment) <br/> New Combat Systems (Foundry Project) <br/> SCOPE Upgrade (Foundry Project)<br />
|-<br />
|Alien Biocybernetics || Xenogenetics <br/> Alien Materials <br/> Alien Computers <br/>|| 10x Elerium <br/> 10x Alloys <br/> 10x Weapon Fragments <br/> 20x Meld || 540 || MEC Warfare Systems (Foundry Project) <br/> Advanced Surgery (Foundry Project) <br/> Chaingun (Equipment) <br/> Neural Gunlink (Equipment - Requires Psi Warfare Systems) <br/> MEC-1 Warden (MEC)<br />
|-<br />
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)<br />
|-<br />
|Alien Power Systems || Elerium <br/> Alien Computers || 30 Elerium <br/> 6x UFO Power Sources || 1200 || Elerium Generator (Construction) <br/> UFO Tracking (Foundry Project) <br/> Alien Nucleonics (Foundry Project) <br/> Improved Arc Thrower (Foundry Project)<br />
|-<br />
|Advanced Aerospace Concepts || Experimental Warfare <br/> Alien Materials || 10x Alloys <br/> 20x Weapon Fragments || 600 || Armored Fighters (Foundry Project) <br/> Wingtip Sparrowhawks (Foundry Project) <br/> Penetrator Weapons (Foundry Project) <br/> Super Skyranger (Foundry Project) <br/> Improved Avionics (Foundry Project)<br />
|-<br />
|Stealth Systems || Alien Communications <br/> Advanced Power Armor || 15x Alloys <br/> 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) <br/> Stealth Satellites (Foundry Project)<br />
|-<br />
|Alien Propulsion || Advanced Aerospace Concepts <br/> Alien Power Systems || 50x Elerium <br/> 20x Alloys <br/> 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) <br/> Firestorm (Ship)<br />
|-<br />
|Antigrav Systems || Advanced Power Armor <br/> Alien Propulsion || 30x Elerium <br/> 15x Alloys || 2100 || Hover Shiv (SHIV) <br/> The Thumper (Equipment - MEC - Requires MEC Warfare Systems) <br/> Archangel Armor (Equipment - Armor) <br/> Fuel Cell (Equipment) <br/> Seraphim Armor (Equipment - Armor) <br/> Advanced Flight (Foundry Project)<br />
|-<br />
!colspan="5" | Victory Conditions<br />
|-<br />
! Name !! | Prerequisites !! | Materials !! | Point Cost <br/> (Scientists X Days) !! | Unlocks<br />
|-<br />
|Xenoneurology|| Xenobiology || 3x Weapon Fragments <br/> 6x Sectoid Corpses || 240 || Arc Thrower (Equipment)<br />
|-<br />
|Alien Operations || Any Interrogation <br/> Outsider Live Capture || Outsider Shard || 600 || Skeleton Key<br />
|-<br />
|Alien Communications || Xenoneurology <br/> Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) <br/> Mimic Beacon (Equipment - Requires Psi Warfare Systems) <br />
|-<br />
|Xenopsionics || Xenogenetics <br/> Xenoneurology <br/> Sectoid Autopsy || 10x Elerium <br/> 15x Meld || 460 || Psi Inspiration (Psi Power) <br/> Psi Warfare Systems (Foundry Project) <br/> Psionic Lab (Construction)<br/><br />
|-<br />
|Alien Command And Control || Ethereal Interrogation || Nothing || 3600 || Gollop Chamber<br />
|-<br />
|Mind and Machine|| Alien Command And Control || 15x Alloys <br/> 50x Elerium || 3600 || Vortex Armor<br />
|-<br />
!colspan="5" | Weapon Tech<br />
|-<br />
! Name !! | Prerequisites !! | Materials !! | Point Cost <br/> (Scientists X Days) !! | Unlocks<br />
|-<br />
|Beam Lasers|| Alien Weaponry || 10x Alloys <br/> 25x Weapon Fragments || 240 <br/> Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) <br/> Laser Carbine (Equipment) <br/> Laser Shatterray (Equipment) <br/> Autolaser (Equipment) <br/> Gatling Laser (Equipment) <br/> Laser Rifle (Equipment) <br/> Laser Pistol (Equipment) <br/> Heater (Equipment <br/><br />
|-<br />
|Advanced Beam Lasers || Beam Lasers || 15x Alloys <br/> 25 Weapon Fragments || 360 <br/> Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) <br/> Laser Cannon (Equipment - Aerospace) <br/> Superheavy Laser (Equipment - SHIV) <br/> Enhanced Lasers (Foundry Project) <br/> Laser Sniper Rifle (Equipment - Weapon) <br/> Heavy Laser Rifle (Equipment - Weapon) <br/> Scatter Laser (Equipment - Weapon) <br/> Laser Strike Rifle (Equipment - Weapon)<br />
|-<br />
|Pulse Lasers || Advanced Beam Lasers <br/> Elerium || 25 Elerium <br/> 20 Alloys <br/> 40x Weapon Fragments || 1260 <br/> Laser Credit Applies || Blaster (Equipment - Weapon) <br/> Gatling Pulser (Equipment - Weapon) <br/> Pulse Stengun (Equipment - Weapon) <br/> Pulse Carbine (Equipment - Weapon) <br/> Pulse Autoblaster (Equipment - Weapon) <br/> Pulse Rifle (Equipment - Weapon) <br/> Superheavy Pulser (Equipment - SHIV)<br />
|-<br />
|Advanced Pulse Lasers|| Pulse Lasers || 25x Elerium <br/> 20x Alloys <br/> 40x Weapon Fragments|| 1350 <br/> Laser Credit Applies || Scatter Blaster (Equipment - Weapon) <br/> Pulse Sniper Rifle (Equipment - Weapon) <br/> Blaster Rifle (Equipment - Weapon) <br/> Heavy Pulse Rifle (Equipment - Weapon) <br/> Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) <br/> Supercapacitors (Foundry Project)<br />
|-<br />
|Gauss Weapons || Experimental Warfare <br/> Alien Materials || 5x Elerium <br/> 30x Alloys <br/> 50x Weapon Fragments || 840 <br/> Gauss Credit Applies || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) <br/> Pheonix Coilgun (Equipment - Aerospace) <br/> Sentry Gun (Equipment - SHIV) <br/> Gauss Rifle (Equipment - Weapon) <br/> Gauss Stuttergun (Equipment - Weapon <br/> Gauss Autopistol (Equipment - Weapon) <br/> Gauss Carbine (Equipment - Weapon) <br/> Gauss Machine Gun (Equipment - Weapon) <br/> Gauss Autorifle (Equipment - Weapon) <br/> Rail Pistols (Foundry Project)<br />
|-<br />
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium <br/> 30x Alloys <br/> 60x Weapon Fragments|| 900 <br/> Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) <br/> Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) <br/> Gauss Long Rifle (Equipment - Weapon)<br/> Alloy Cannon (Equipment - Weapon)<br/> Recoiless Rifle (Equipment - Weapon)<br/> Alloy Strike Rifle (Equipment - Weapon) <br/> Heavy Gauss Rifle (Equipment - Weapon) <br />
|-<br />
|Plasma Weapons || Alien Biocybernetics <br/> Alien Power Systems <br/> Alien Weaponry || 5x Alien Carbine <br/> 35x Elerium <br/> 22x Alloys <br/> 70x Weapon Fragments || 2400 <br/> Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) <br/> Plasma Carbine (Equipment - Weapon)<br />
|-<br />
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium <br/> 15 Alloys <br/> 50x Weapon Fragment <br/> 1x Alien Pistol || 2250 <br/> Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) <br/> Plasma Pistol (Equipment - Pistol) <br/> Reflex Pistols (Foundry Project)<br />
|-<br />
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium <br/> 25x Alloys <br/> 80x Weapon Fragments <br/> 3x Alien Rifles || 2550 <br/> Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) <br/> Plasma Rifle (Equipment - Weapon)<br />
|-<br />
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 45x Elerium <br/> 30x Alloys <br/> 80x Weapon Fragments || 2700 <br/> Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) <br/> Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)<br />
|-<br />
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium <br/> 30x Alloys <br/> 80x Weapon Fragments || 2550 <br/> Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) <br/> Plasma Sniper Rifle (Equipment - Weapon) <br/> Enhanced Plasma (Foundry Project) <br />
|-<br />
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium <br/> 30x Alloys <br/> 85x Weapon Fragments <br/> 2x Alien Heavy Weapons|| 2550 <br/> Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) <br/> Heavy Plasma Rifle (Equipment - Weapon) <br/> Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)<br />
|-<br />
|EMP Weapons || Advanced Pulse Lasers <br/> Advanced Gauss Weapons || 100x Elerium <br/> 100x Weapon Fragments || 2850 <br/> Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) <br/> Drone Capture (Foundry Project) <br/> Electropulse (Equipment - MEC - Requires MEC Warfare Systems)<br />
|-<br />
|Fusion Weapons || EMP Weapons <br/> Heavy Plasma Weapons || 30x Alloys <br/> 100x Elerium <br/> 100x Weapon Fragments || 3300 <br/> Plasma Credit? || Blaster Launcher (Equipment - Weapon) <br/> Fusion Lance (Equipment - Aerospace)<br />
|-<br />
!colspan="5" | Armor Tech<br />
|-<br />
! Name !! | Prerequisites !! | Materials !! | Point Cost <br/> (Scientists X Days) !! | Unlocks<br />
|-<br />
|Alien Materials || None || 2x Elerium <br/> 2x Alloys <br/> 5x Weapon Fragments <br/> 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) <br/> Heat Ammo Mags (Equipment) <br/> Alloy Belt (Equipment) <br/> Alloy Plating (Equipment) <br/> Reinforced Armor (Equipment) <br/> Enhanced Ballistics (Foundry Project) <br/> Alien Metallurgy (Foundry Project) <br/> Aircraft Boosters (Foundry Project) <br/> Improved Salvage (Foundry Project) <br/><br />
|-<br />
|Improved Body Armor || Alien Materials || 10 Alloys || 240 || Phalanx Armor (Equipment) <br/> Alloy SHIV (SHIV)<br />
|-<br />
|Advanced Body Armor || Improved Body Armor || 12 Alloys || 600 || Kestrel Armor (Equipment - Armor) <br/> Carapace Armor (Equipment - Armor)<br />
|-<br />
|Mobile Power Armor|| Advanced Body Armor <br/> Elerium || 10 Elerium <br/> 15 Alloys || 900 || MEC-II Defender (MEC - Requires MEC Warfare Systems) <br/> Aegis Armor (Equipment - Armor) <br/> Banshee Armor (Equipment - Armor) <br/> Impact Vest (Equipment) <br/> SHIV Defenses (Foundry Project)<br />
|-<br />
|Advanced Power Armor || Mobile Power Armor <br/> Alien Power Systems || 25x Elerium <br/> 25x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) <br/> Titan Armor (Equipment - Armor) <br/> Corsair Armor (Equipment - Armor) <br/> Walker Servos (Equipment - MEC)<br />
|-<br />
!colspan="5" | Autopsies/Interrogations<br />
|-<br />
! Name !! | Prerequisites !! | Materials !! | Point Cost <br/> (Scientists X Days) !! | Unlocks<br />
|-<br />
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)<br />
|-<br />
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) <br/> Muscle Fiber Density (Gene Mod) <br/> Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) <br/> Chem Grenades (Equipment - Requires New Combat Systems)<br />
|-<br />
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) <br/> Shaped Armor (Foundry Project) <br/> Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)<br />
|-<br />
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) <br/> UFO Countermeasures (Foundry Project) <br/> Respirator Implant (Equipment)<br />
|-<br />
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) <br/> Holo-Targeter (Equipment - Mech units)<br />
|-<br />
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) <br/> Alien Grenades (Foundry Project - Requires Alien Grenade Capture) <br/> Ammo Conservation (Foundry Project)<br />
|-<br />
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) <br/> Adaptive Bone Marrow (Gene Mod)<br />
|-<br />
|Berserker Autopsy || Xenogenetics <br/> Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) <br/> MEC Close Combat (Foundry Project) <br/> Neural Damping (Gene Mod) <br />
|-<br />
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) <br/> Tactical Rigging (Foundry Project)<br />
|-<br />
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) <br/> Reflex Cannon (Equipment) <br/> Weapon Supercoolers (Equipment - SHIV)<br />
|-<br />
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) <br/> Autosentry Turret (Equipment - SHIV) <br/> Sentinel Drone (Foundry Project) <br/> Iron Skin (Gene Mod) <br />
|-<br />
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) <br/> Alloy Carbide Plating (Equipment - Mechanical)<br />
|-<br />
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)<br />
|-<br />
|Mechtoid Autopsy || Alien Biocybernetics <br/> <strike>Sectoid Autopsy</strike> (flowchart bug) || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) <br/> Advanced Servomotors (Foundry Project) <br/> Psi Screen (Equipment - requires Psi Warfare Systems) <br/> Tactical Sensors (Equipment - Requires MEC Warfare Systems)<br />
|-<br />
|Sectoid Commander Autopsy || Xenogenetics <br/> Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Mind Merge (Psi Power) <br/> Mind Shield (Equipment - requires Psi Warfare Systems)<br />
|-<br />
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) <br/> Research Credit - Cybernetics<br />
|-<br />
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300|| Regen Biofield (Gene Mod) <br/> Research Credit - Laser Weaponry<br />
|-<br />
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) <br/> Research Credit - Aerospace<br />
|-<br />
|Muton Interrogation || Matching Autopsy || Live Muton Capture || 420 || Distortion Field (Psi Power) <br/> Research Credit - Gauss Weapons<br />
|-<br />
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) <br/> Research Credit - Armor<br />
|-<br />
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 900 || Research Credit - All Weapons<br />
|-<br />
|Heavy Floater Interrogation || Matching Autopsy || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) <br/> Research Credit - Plasma Weaponry<br />
|-<br />
|Ethereal Interrogation || Matching Autopsy || Live Ethereal Capture || 1500 || Mind Control (Psi Power) <br/> Rift (Psi Power - Mind Control an Ethereal to unlock) <br/> Research Credit (All Technology) <br/><br />
|-<br />
|Sectoid Commander Interrogation || Matching Autopsy || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) <br/> Research Credit - Psionics<br />
|-<br />
!colspan="5" | UFO Analysis<br />
|-<br />
! Name !! | Prerequisites !! | Materials !! | Point Cost <br/> (Scientists X Days) !! | Unlocks<br />
|-<br />
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus<br />
|-<br />
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus<br />
|-<br />
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus<br />
|-<br />
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus<br />
|-<br />
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus<br />
|-<br />
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus<br />
|-<br />
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus<br />
|-<br />
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus<br />
|-<br />
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus<br />
|-<br />
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus<br />
|-<br />
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus<br />
|-<br />
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]<br />
[[File:XComLongWar_TechTree_XL(1840x6500).jpg|thumb|left|Beta 13 Tech Tree by Hamu]]<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=59714
Foundry (Long War)
2014-09-26T22:44:54Z
<p>Mossflower: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
{{Facilities Data Box (Long War)<br />
|requires=Alien Weaponry<br />
|manpower=n/a<br />
|costs=§200<br />
|quicklycosts=§300, 10 Meld<br />
|power=5<br />
|maintenance=§25/mo<br />
|build time=10 days<br />
|quickly build time=5 days<br />
|provides=Foundry projects<br />
|adjacency= Workshop: 5% refunds<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="5" | Projects<br />
|-<br />
! Name<br />
! Requirements<br />
! Cost<br />
! Effects<br />
! Engineers<br />
|-<br />
!colspan="5" | SHIV-Specific Upgrades<br />
|-<br />
| SHIV Repair<br />
| Drone Autopsy<br />
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck<br />
| Reduces SHIV repair time<br />
|-<br />
| SHIV Defenses<br />
| Mobile Power Armor<br />
| §150, 30x Alloys, 2x Cyberdisk Wreck<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
|-<br />
!colspan="5" | General Mechanical Unit Upgrades<br />
|-<br />
| Advanced Servomotors<br />
| Mechtoid Autopsy<br />
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core<br />
| All SHIVs(?) and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs<br />
| 45<br />
|-<br />
| Advanced Repair<br />
| Heavy Floater Autopsy<br />
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld<br />
| Increases Interceptor and SHIV repair speed<br />
|-<br />
| Shaped Armor<br />
| Floater Autopsy<br />
| §300, 20x Elerium, 40x Alloys, 3x Meld, 3x Floater Corpses<br />
| Increases health of mechanised units (SHIV, MEC)<br />
| 35<br />
|-<br />
| MEC Close Combat<br />
| Berserker Autopsy<br />
| §300, 15x Elerium, 30x Alloys, 5x Meld, 5x Berserker Corpse<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
| 50<br />
|-<br />
| SHIV Suppression<br />
| Alien Weaponry<br />
| §40<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
|-<br />
| Jellied Elerium<br />
| Elerium<br />
| §300, 30x Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
| 25<br />
|-<br />
!colspan="5" | General Weapon Upgrades<br />
|-<br />
| Enhanced Ballistics<br />
| Alien Materials<br />
| §80, 5x Alloys<br />
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
|-<br />
| Enhanced Lasers<br />
| Advanced Beam Lasers<br />
| §150, 20x Alloys, 15x Weapon Fragments<br />
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
|-<br />
| Enhanced Plasma<br />
| Precision Plasma Weapons<br />
| §?, ?<br />
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.<br />
|-<br />
| Ammo Conservation<br />
| Muton Autopsy<br />
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments<br />
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).<br />
| 55<br />
|-<br />
!colspan="5" | Pistol Upgrades<br />
|-<br />
| Mag Pistols<br />
| Alien Weaponry<br />
| §35, 5x Weapon Fragments<br />
| Increases chance of scoring a critical hit with pistols<br />
| 10<br />
|-<br />
| Rail Pistols<br />
| Gauss Weapons<br />
| §90, 5x Alloys, 25x Weapon Fragments<br />
| +10% Aim for pistols?<br />
|-<br />
| Reflex Pistols<br />
| Compact Plasma Weapons<br />
| §?, ?<br />
| <br />
|-<br />
!colspan="5" | Aerospace Improvements<br />
|-<br />
| Aircraft Boosters<br />
| Alien Materials<br />
| §50, 10x Weapon Fragments, 10x Meld<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
|-<br />
| Elerium Afterburners<br />
| Alien Propulsion<br />
| §300, 15x Elerium, 15x Alloys, 2x Alien Power Source<br />
| Increases Interceptor combat time.<br />
|-<br />
| Armored Fighters<br />
| Advanced Aerospace Concepts<br />
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld<br />
| Increases Interceptor HP.<br />
|-<br />
| Wingtip Sparrowhawks<br />
| Advanced Aerospace Concepts<br />
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld<br />
| Grants Interceptors secondary armor-piercing missiles.<br />
| 55<br />
|-<br />
| Penetrator Weapons<br />
| Advanced Aerospace Concepts<br />
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers<br />
| Increases armor penetration of air-to-air weapons.<br />
|-<br />
| Super Skyranger<br />
| Advanced Aerospace Concepts<br />
| §200, 20x Alloys<br />
| Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault<br />
| 35<br />
|-<br />
| Improved Avionics<br />
| Advanced Aerospace Concepts<br />
| §400, 35x Weapon Fragments, 3x UFO Flight Computers<br />
| Increases Interceptor hit chance.<br />
|-<br />
| Stealth Satellites<br />
| Stealth Systems<br />
| §?, ?<br />
| Decreases chance of satellites being detected by alien patrols<br />
|-<br />
| Supercapacitors<br />
| Advanced Pulse Lasers<br />
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons.<br />
| 50<br />
|-<br />
| UFO Countermeasures<br />
| Seeker Autopsy<br />
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers<br />
| Increases Interceptor dodge chance.<br />
| 30<br />
|-<br />
| UFO Tracking<br />
| Alien Power Systems<br />
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions<br />
|-<br />
!colspan="5" | Material Recovery<br />
|-<br />
| Alien Nucleonics<br />
| Alien Power Systems<br />
| §500, 20x Elerium, 60x Alloys, 80x Meld<br />
| Increases Elerium recovery from combat.<br />
|-<br />
| Alien Metallurgy<br />
| Alien Materials<br />
| §300, 5x Elerium, 15x Alloys, 60x Meld<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
|-<br />
| Improved Salvage<br />
| Alien Materials<br />
| §200, x10 Elerium, x20 Alloys, x30 Meld<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
|-<br />
!colspan="5" | Miscellaneous<br />
|-<br />
| Drone Capture<br />
| EMP Weapons<br />
| §?, ?<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
|-<br />
| Improved Arc Thrower<br />
| Alien Power Systems<br />
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments<br />
| Increases stunning ability of the Arc Thrower<br />
|-<br />
| Tactical Rigging<br />
| Muton Elite Autopsy<br />
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse<br />
| Grants one extra item slot to soldiers.<br />
|-<br />
| Alien Grenades<br />
| Muton Autopsy<br />
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher<br />
| 35<br />
|-<br />
| Advanced Surgery<br />
| Alien Biocybernetics<br />
| §600, 12x Alien Surgery, 12x Alien Stasis Tank<br />
| Increases soldier healing rate by using alien technology<br />
| 45<br />
|-<br />
| Improved Medikit<br />
| Thin Man Autopsy<br />
| §180, 10x Thin Man Corpses, 10x Meld<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
|-<br />
| Advanced Flight<br />
| Antigrav Systems<br />
| §335, 20x Elerium, 20x Alloys, 2x Drone Wreck, 2x Heavy Floater Corpse, 2x Cyberdisc Wreck<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
|-<br />
| New Combat Systems<br />
| Experimental Warfare<br />
| §100, 10 Elerium, 15 Alloys<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
|-<br />
| SCOPE Upgrade<br />
| Experimental Warfare<br />
| §50, 15x Weapon Fragment<br />
| SCOPE increases user's chance of scoring a critical hit by 10%<br>May also increase crit chance when using Laser Sight by 5%<br />
|-<br />
| MEC Warfare Systems<br />
| Alien Biocybernetics<br />
| §?, ?<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
| 20<br />
|-<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=59713
Foundry (Long War)
2014-09-26T22:42:13Z
<p>Mossflower: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
{{Facilities Data Box (Long War)<br />
|requires=Alien Weaponry<br />
|manpower=n/a<br />
|costs=§200<br />
|quicklycosts=§300, 10 Meld<br />
|power=5<br />
|maintenance=§25/mo<br />
|build time=10 days<br />
|quickly build time=5 days<br />
|provides=Foundry projects<br />
|adjacency= Workshop: 5% refunds<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="5" | Projects<br />
|-<br />
! Name<br />
! Requirements<br />
! Cost<br />
! Effects<br />
! Engineers<br />
|-<br />
!colspan="5" | SHIV-Specific Upgrades<br />
|-<br />
| SHIV Repair<br />
| Drone Autopsy<br />
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck<br />
| Reduces SHIV repair time<br />
|-<br />
| SHIV Defenses<br />
| Mobile Power Armor<br />
| §150, 30x Alloys, 2x Cyberdisk Wreck<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
|-<br />
!colspan="5" | General Mechanical Unit Upgrades<br />
|-<br />
| Advanced Servomotors<br />
| Mechtoid Autopsy<br />
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core<br />
| All SHIVs(?) and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs<br />
| 45<br />
|-<br />
| Advanced Repair<br />
| Heavy Floater Autopsy<br />
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld<br />
| Increases Interceptor and SHIV repair speed<br />
|-<br />
| Shaped Armor<br />
| Floater Autopsy<br />
| §300, 20x Elerium, 40x Alloys, 3x Meld, 3x Floater Corpses<br />
| Increases health of mechanised units (SHIV, MEC)<br />
| 35<br />
|-<br />
| MEC Close Combat<br />
| Berserker Autopsy<br />
| §300, 15x Elerium, 30x Alloys, 5x Meld, 5x Berserker Corpse<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
|-<br />
| SHIV Suppression<br />
| Alien Weaponry<br />
| §40<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
|-<br />
| Jellied Elerium<br />
| Elerium<br />
| §300, 30x Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
| 25<br />
|-<br />
!colspan="5" | General Weapon Upgrades<br />
|-<br />
| Enhanced Ballistics<br />
| Alien Materials<br />
| §80, 5x Alloys<br />
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
|-<br />
| Enhanced Lasers<br />
| Advanced Beam Lasers<br />
| §150, 20x Alloys, 15x Weapon Fragments<br />
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
|-<br />
| Enhanced Plasma<br />
| Precision Plasma Weapons<br />
| §?, ?<br />
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.<br />
|-<br />
| Ammo Conservation<br />
| Muton Autopsy<br />
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments<br />
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).<br />
| 55<br />
|-<br />
!colspan="5" | Pistol Upgrades<br />
|-<br />
| Mag Pistols<br />
| Alien Weaponry<br />
| §35, 5x Weapon Fragments<br />
| Increases chance of scoring a critical hit with pistols<br />
| 10<br />
|-<br />
| Rail Pistols<br />
| Gauss Weapons<br />
| §90, 5x Alloys, 25x Weapon Fragments<br />
| +10% Aim for pistols?<br />
|-<br />
| Reflex Pistols<br />
| Compact Plasma Weapons<br />
| §?, ?<br />
| <br />
|-<br />
!colspan="5" | Aerospace Improvements<br />
|-<br />
| Aircraft Boosters<br />
| Alien Materials<br />
| §50, 10x Weapon Fragments, 10x Meld<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
|-<br />
| Elerium Afterburners<br />
| Alien Propulsion<br />
| §300, 15x Elerium, 15x Alloys, 2x Alien Power Source<br />
| Increases Interceptor combat time.<br />
|-<br />
| Armored Fighters<br />
| Advanced Aerospace Concepts<br />
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld<br />
| Increases Interceptor HP.<br />
|-<br />
| Wingtip Sparrowhawks<br />
| Advanced Aerospace Concepts<br />
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld<br />
| Grants Interceptors secondary armor-piercing missiles.<br />
| 55<br />
|-<br />
| Penetrator Weapons<br />
| Advanced Aerospace Concepts<br />
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers<br />
| Increases armor penetration of air-to-air weapons.<br />
|-<br />
| Super Skyranger<br />
| Advanced Aerospace Concepts<br />
| §200, 20x Alloys<br />
| Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault<br />
| 35<br />
|-<br />
| Improved Avionics<br />
| Advanced Aerospace Concepts<br />
| §400, 35x Weapon Fragments, 3x UFO Flight Computers<br />
| Increases Interceptor hit chance.<br />
|-<br />
| Stealth Satellites<br />
| Stealth Systems<br />
| §?, ?<br />
| Decreases chance of satellites being detected by alien patrols<br />
|-<br />
| Supercapacitors<br />
| Advanced Pulse Lasers<br />
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons.<br />
| 50<br />
|-<br />
| UFO Countermeasures<br />
| Seeker Autopsy<br />
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers<br />
| Increases Interceptor dodge chance.<br />
| 30<br />
|-<br />
| UFO Tracking<br />
| Alien Power Systems<br />
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions<br />
|-<br />
!colspan="5" | Material Recovery<br />
|-<br />
| Alien Nucleonics<br />
| Alien Power Systems<br />
| §500, 20x Elerium, 60x Alloys, 80x Meld<br />
| Increases Elerium recovery from combat.<br />
|-<br />
| Alien Metallurgy<br />
| Alien Materials<br />
| §300, 5x Elerium, 15x Alloys, 60x Meld<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
|-<br />
| Improved Salvage<br />
| Alien Materials<br />
| §200, x10 Elerium, x20 Alloys, x30 Meld<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
|-<br />
!colspan="5" | Miscellaneous<br />
|-<br />
| Drone Capture<br />
| EMP Weapons<br />
| §?, ?<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
|-<br />
| Improved Arc Thrower<br />
| Alien Power Systems<br />
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments<br />
| Increases stunning ability of the Arc Thrower<br />
|-<br />
| Tactical Rigging<br />
| Muton Elite Autopsy<br />
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse<br />
| Grants one extra item slot to soldiers.<br />
|-<br />
| Alien Grenades<br />
| Muton Autopsy<br />
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher<br />
| 35<br />
|-<br />
| Advanced Surgery<br />
| Alien Biocybernetics<br />
| §600, 12x Alien Surgery, 12x Alien Stasis Tank<br />
| Increases soldier healing rate by using alien technology<br />
| 45<br />
|-<br />
| Improved Medikit<br />
| Thin Man Autopsy<br />
| §180, 10x Thin Man Corpses, 10x Meld<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
|-<br />
| Advanced Flight<br />
| Antigrav Systems<br />
| §335, 20x Elerium, 20x Alloys, 2x Drone Wreck, 2x Heavy Floater Corpse, 2x Cyberdisc Wreck<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
|-<br />
| New Combat Systems<br />
| Experimental Warfare<br />
| §100, 10 Elerium, 15 Alloys<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
|-<br />
| SCOPE Upgrade<br />
| Experimental Warfare<br />
| §50, 15x Weapon Fragment<br />
| SCOPE increases user's chance of scoring a critical hit by 10%<br>May also increase crit chance when using Laser Sight by 5%<br />
|-<br />
| MEC Warfare Systems<br />
| Alien Biocybernetics<br />
| §?, ?<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
| 20<br />
|-<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=59708
Foundry (Long War)
2014-09-26T15:24:51Z
<p>Mossflower: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
{{Facilities Data Box (Long War)<br />
|requires=Alien Weaponry<br />
|manpower=n/a<br />
|costs=§200<br />
|quicklycosts=§300, 10 Meld<br />
|power=5<br />
|maintenance=§25/mo<br />
|build time=10 days<br />
|quickly build time=5 days<br />
|provides=Foundry projects<br />
|adjacency= Workshop: 5% refunds<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="5" | Projects<br />
|-<br />
! Name<br />
! Requirements<br />
! Cost<br />
! Effects<br />
! Engineers<br />
|-<br />
!colspan="5" | SHIV-Specific Upgrades<br />
|-<br />
| SHIV Repair<br />
| Drone Autopsy<br />
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck<br />
| Reduces SHIV repair time<br />
|-<br />
| SHIV Defenses<br />
| Mobile Power Armor<br />
| §150, 30x Alloys, 2x Cyberdisk Wreck<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
|-<br />
!colspan="5" | General Mechanical Unit Upgrades<br />
|-<br />
| Advanced Servomotors<br />
| Mechtoid Autopsy<br />
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core<br />
| All SHIVs(?) and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs<br />
| 45<br />
|-<br />
| Advanced Repair<br />
| Heavy Floater Autopsy<br />
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld<br />
| Increases Interceptor and SHIV repair speed<br />
|-<br />
| Shaped Armor<br />
| Floater Autopsy<br />
| §300, 20x Elerium, 40x Alloys, 3x Meld, 3x Floater Corpses<br />
| Increases health of mechanised units (SHIV, MEC)<br />
| 35<br />
|-<br />
| MEC Close Combat<br />
| Berserker Autopsy<br />
| §300, 15x Elerium, 30x Alloys, 5x Meld, 5x Berserker Corpse<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
|-<br />
| SHIV Suppression<br />
| Alien Weaponry<br />
| §40<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
|-<br />
| Jellied Elerium<br />
| Elerium<br />
| §300, 30x Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
| 25<br />
|-<br />
!colspan="5" | General Weapon Upgrades<br />
|-<br />
| Enhanced Ballistics<br />
| Alien Materials<br />
| §80, 5x Alloys<br />
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
|-<br />
| Enhanced Lasers<br />
| Advanced Beam Lasers<br />
| §150, 20x Alloys, 15x Weapon Fragments<br />
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
|-<br />
| Enhanced Plasma<br />
| Precision Plasma Weapons<br />
| §?, ?<br />
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.<br />
|-<br />
| Ammo Conservation<br />
| Muton Autopsy<br />
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments<br />
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).<br />
| 55<br />
|-<br />
!colspan="5" | Pistol Upgrades<br />
|-<br />
| Mag Pistols<br />
| Alien Weaponry<br />
| §35, 5x Weapon Fragments<br />
| Increases chance of scoring a critical hit with pistols<br />
| 10<br />
|-<br />
| Rail Pistols<br />
| Gauss Weapons<br />
| §90, 5x Alloys, 25x Weapon Fragments<br />
| +10% Aim for pistols?<br />
|-<br />
| Reflex Pistols<br />
| Compact Plasma Weapons<br />
| §?, ?<br />
| <br />
|-<br />
!colspan="5" | Aerospace Improvements<br />
|-<br />
| Aircraft Boosters<br />
| Alien Materials<br />
| §50, 10x Weapon Fragments, 10x Meld<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
|-<br />
| Elerium Afterburners<br />
| Alien Propulsion<br />
| §300, 15x Elerium, 15x Alloys, 2x Alien Power Source<br />
| Increases Interceptor combat time.<br />
|-<br />
| Armored Fighters<br />
| Advanced Aerospace Concepts<br />
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld<br />
| Increases Interceptor HP.<br />
|-<br />
| Wingtip Sparrowhawks<br />
| Advanced Aerospace Concepts<br />
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld<br />
| Grants Interceptors secondary armor-piercing missiles.<br />
| 55<br />
|-<br />
| Penetrator Weapons<br />
| Advanced Aerospace Concepts<br />
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers<br />
| Increases armor penetration of air-to-air weapons.<br />
|-<br />
| Super Skyranger<br />
| Advanced Aerospace Concepts<br />
| §200, 20x Alloys<br />
| Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault<br />
| 35<br />
|-<br />
| Improved Avionics<br />
| Advanced Aerospace Concepts<br />
| §400, 35x Weapon Fragments, 3x UFO Flight Computers<br />
| Increases Interceptor hit chance.<br />
|-<br />
| Stealth Satellites<br />
| Stealth Systems<br />
| §?, ?<br />
| Decreases chance of satellites being detected by alien patrols<br />
|-<br />
| Supercapacitors<br />
| Advanced Pulse Lasers<br />
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons.<br />
|-<br />
| UFO Countermeasures<br />
| Seeker Autopsy<br />
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers<br />
| Increases Interceptor dodge chance.<br />
| 30<br />
|-<br />
| UFO Tracking<br />
| Alien Power Systems<br />
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions<br />
|-<br />
!colspan="5" | Material Recovery<br />
|-<br />
| Alien Nucleonics<br />
| Alien Power Systems<br />
| §500, 20x Elerium, 60x Alloys, 80x Meld<br />
| Increases Elerium recovery from combat.<br />
|-<br />
| Alien Metallurgy<br />
| Alien Materials<br />
| §300, 5x Elerium, 15x Alloys, 60x Meld<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
|-<br />
| Improved Salvage<br />
| Alien Materials<br />
| §200, x10 Elerium, x20 Alloys, x30 Meld<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
|-<br />
!colspan="5" | Miscellaneous<br />
|-<br />
| Drone Capture<br />
| EMP Weapons<br />
| §?, ?<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
|-<br />
| Improved Arc Thrower<br />
| Alien Power Systems<br />
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments<br />
| Increases stunning ability of the Arc Thrower<br />
|-<br />
| Tactical Rigging<br />
| Muton Elite Autopsy<br />
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse<br />
| Grants one extra item slot to soldiers.<br />
|-<br />
| Alien Grenades<br />
| Muton Autopsy<br />
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher<br />
| 35<br />
|-<br />
| Advanced Surgery<br />
| Alien Biocybernetics<br />
| §600, 12x Alien Surgery, 12x Alien Stasis Tank<br />
| Increases soldier healing rate by using alien technology<br />
| 45<br />
|-<br />
| Improved Medikit<br />
| Thin Man Autopsy<br />
| §180, 10x Thin Man Corpses, 10x Meld<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
|-<br />
| Advanced Flight<br />
| Antigrav Systems<br />
| §335, 20x Elerium, 20x Alloys, 2x Drone Wreck, 2x Heavy Floater Corpse, 2x Cyberdisc Wreck<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
|-<br />
| New Combat Systems<br />
| Experimental Warfare<br />
| §100, 10 Elerium, 15 Alloys<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
|-<br />
| SCOPE Upgrade<br />
| Experimental Warfare<br />
| §50, 15x Weapon Fragment<br />
| SCOPE increases user's chance of scoring a critical hit by 10%<br>May also increase crit chance when using Laser Sight by 5%<br />
|-<br />
| MEC Warfare Systems<br />
| Alien Biocybernetics<br />
| §?, ?<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
| 20<br />
|-<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=59698
Foundry (Long War)
2014-09-25T21:36:52Z
<p>Mossflower: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
{{Facilities Data Box (Long War)<br />
|requires=Alien Weaponry<br />
|manpower=n/a<br />
|costs=§200<br />
|quicklycosts=§300, 10 Meld<br />
|power=5<br />
|maintenance=§25/mo<br />
|build time=10 days<br />
|quickly build time=5 days<br />
|provides=Foundry projects<br />
|adjacency= Workshop: 5% refunds<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="5" | Projects<br />
|-<br />
! Name<br />
! Requirements<br />
! Cost<br />
! Effects<br />
! Engineers<br />
|-<br />
!colspan="5" | SHIV-Specific Upgrades<br />
|-<br />
| SHIV Repair<br />
| Drone Autopsy<br />
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck<br />
| Reduces SHIV repair time<br />
|-<br />
| SHIV Defenses<br />
| Mobile Power Armor<br />
| §150, 30x Alloys, 2x Cyberdisk Wreck<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
|-<br />
!colspan="5" | General Mechanical Unit Upgrades<br />
|-<br />
| Advanced Servomotors<br />
| Mechtoid Autopsy<br />
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core<br />
| All SHIVs(?) and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs<br />
|-<br />
| Advanced Repair<br />
| Heavy Floater Autopsy<br />
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld<br />
| Increases Interceptor and SHIV repair speed<br />
|-<br />
| Shaped Armor<br />
| Floater Autopsy<br />
| §300, 20x Elerium, 40x Alloys, 3x Meld, 3x Floater Corpses<br />
| Increases health of mechanised units (SHIV, MEC)<br />
| 35<br />
|-<br />
| MEC Close Combat<br />
| Berserker Autopsy<br />
| §300, 15x Elerium, 30x Alloys, 5x Meld, 5x Berserker Corpse<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
|-<br />
| SHIV Suppression<br />
| Alien Weaponry<br />
| §40<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
|-<br />
| Jellied Elerium<br />
| Elerium<br />
| §300, 30x Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
| 25<br />
|-<br />
!colspan="5" | General Weapon Upgrades<br />
|-<br />
| Enhanced Ballistics<br />
| Alien Materials<br />
| §80, 5x Alloys<br />
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
|-<br />
| Enhanced Lasers<br />
| Advanced Beam Lasers<br />
| §150, 20x Alloys, 15x Weapon Fragments<br />
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
|-<br />
| Enhanced Plasma<br />
| Precision Plasma Weapons<br />
| §?, ?<br />
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.<br />
|-<br />
| Ammo Conservation<br />
| Muton Autopsy<br />
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments<br />
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).<br />
| 55<br />
|-<br />
!colspan="5" | Pistol Upgrades<br />
|-<br />
| Mag Pistols<br />
| Alien Weaponry<br />
| §35, 5x Weapon Fragments<br />
| Increases chance of scoring a critical hit with pistols<br />
| 10<br />
|-<br />
| Rail Pistols<br />
| Gauss Weapons<br />
| §90, 5x Alloys, 25x Weapon Fragments<br />
| +10% Aim for pistols?<br />
|-<br />
| Reflex Pistols<br />
| Compact Plasma Weapons<br />
| §?, ?<br />
| <br />
|-<br />
!colspan="5" | Aerospace Improvements<br />
|-<br />
| Aircraft Boosters<br />
| Alien Materials<br />
| §50, 10x Weapon Fragments, 10x Meld<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
|-<br />
| Elerium Afterburners<br />
| Alien Propulsion<br />
| §300, 15x Elerium, 15x Alloys, 2x Alien Power Source<br />
| Increases Interceptor combat time.<br />
|-<br />
| Armored Fighters<br />
| Advanced Aerospace Concepts<br />
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld<br />
| Increases Interceptor HP.<br />
|-<br />
| Wingtip Sparrowhawks<br />
| Advanced Aerospace Concepts<br />
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld<br />
| Grants Interceptors secondary armor-piercing missiles.<br />
| 55<br />
|-<br />
| Penetrator Weapons<br />
| Advanced Aerospace Concepts<br />
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers<br />
| Increases armor penetration of air-to-air weapons.<br />
|-<br />
| Super Skyranger<br />
| Advanced Aerospace Concepts<br />
| §200, 20x Alloys<br />
| Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault<br />
| 35<br />
|-<br />
| Improved Avionics<br />
| Advanced Aerospace Concepts<br />
| §400, 35x Weapon Fragments, 3x UFO Flight Computers<br />
| Increases Interceptor hit chance.<br />
|-<br />
| Stealth Satellites<br />
| Stealth Systems<br />
| §?, ?<br />
| Decreases chance of satellites being detected by alien patrols<br />
|-<br />
| Supercapacitors<br />
| Advanced Pulse Lasers<br />
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons.<br />
|-<br />
| UFO Countermeasures<br />
| Seeker Autopsy<br />
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers<br />
| Increases Interceptor dodge chance.<br />
| 30<br />
|-<br />
| UFO Tracking<br />
| Alien Power Systems<br />
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions<br />
|-<br />
!colspan="5" | Material Recovery<br />
|-<br />
| Alien Nucleonics<br />
| Alien Power Systems<br />
| §500, 20x Elerium, 60x Alloys, 80x Meld<br />
| Increases Elerium recovery from combat.<br />
|-<br />
| Alien Metallurgy<br />
| Alien Materials<br />
| §300, 5x Elerium, 15x Alloys, 60x Meld<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
|-<br />
| Improved Salvage<br />
| Alien Materials<br />
| §200, x10 Elerium, x20 Alloys, x30 Meld<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
|-<br />
!colspan="5" | Miscellaneous<br />
|-<br />
| Drone Capture<br />
| EMP Weapons<br />
| §?, ?<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
|-<br />
| Improved Arc Thrower<br />
| Alien Power Systems<br />
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments<br />
| Increases stunning ability of the Arc Thrower<br />
|-<br />
| Tactical Rigging<br />
| Muton Elite Autopsy<br />
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse<br />
| Grants one extra item slot to soldiers.<br />
|-<br />
| Alien Grenades<br />
| Muton Autopsy<br />
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher<br />
| 35<br />
|-<br />
| Advanced Surgery<br />
| Alien Biocybernetics<br />
| §600, 12x Alien Surgery, 12x Alien Stasis Tank<br />
| Increases soldier healing rate by using alien technology<br />
| 45<br />
|-<br />
| Improved Medikit<br />
| Thin Man Autopsy<br />
| §180, 10x Thin Man Corpses, 10x Meld<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
|-<br />
| Advanced Flight<br />
| Antigrav Systems<br />
| §335, 20x Elerium, 20x Alloys, 2x Drone Wreck, 2x Heavy Floater Corpse, 2x Cyberdisc Wreck<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
|-<br />
| New Combat Systems<br />
| Experimental Warfare<br />
| §100, 10 Elerium, 15 Alloys<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
|-<br />
| SCOPE Upgrade<br />
| Experimental Warfare<br />
| §50, 15x Weapon Fragment<br />
| SCOPE increases user's chance of scoring a critical hit by 10%<br>May also increase crit chance when using Laser Sight by 5%<br />
|-<br />
| MEC Warfare Systems<br />
| Alien Biocybernetics<br />
| §?, ?<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
| 20<br />
|-<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=59684
Foundry (Long War)
2014-09-23T20:07:34Z
<p>Mossflower: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
{{Facilities Data Box (Long War)<br />
|requires=Alien Weaponry<br />
|manpower=n/a<br />
|costs=§200<br />
|quicklycosts=§300, 10 Meld<br />
|power=5<br />
|maintenance=§25/mo<br />
|build time=10 days<br />
|quickly build time=5 days<br />
|provides=Foundry projects<br />
|adjacency= Workshop: 5% refunds<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="5" | Projects<br />
|-<br />
! Name<br />
! Requirements<br />
! Cost<br />
! Effects<br />
! Engineers<br />
|-<br />
!colspan="5" | SHIV-Specific Upgrades<br />
|-<br />
| SHIV Repair<br />
| Drone Autopsy<br />
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck<br />
| Reduces SHIV repair time<br />
|-<br />
| SHIV Defenses<br />
| Mobile Power Armor<br />
| §150, 30x Alloys, 2x Cyberdisk Wreck<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
|-<br />
!colspan="5" | General Mechanical Unit Upgrades<br />
|-<br />
| Advanced Servomotors<br />
| Mechtoid Autopsy<br />
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core<br />
| All SHIVs(?) and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs<br />
|-<br />
| Advanced Repair<br />
| Heavy Floater Autopsy<br />
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld<br />
| Increases Interceptor and SHIV repair speed<br />
|-<br />
| Shaped Armor<br />
| Floater Autopsy<br />
| §300, 20x Elerium, 40x Alloys, 3x Meld, 3x Floater Corpses<br />
| Increases health of mechanised units (SHIV, MEC)<br />
|-<br />
| MEC Close Combat<br />
| Berserker Autopsy<br />
| §300, 15x Elerium, 30x Alloys, 5x Meld, 5x Berserker Corpse<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
|-<br />
| SHIV Suppression<br />
| Alien Weaponry<br />
| §40<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
|-<br />
| Jellied Elerium<br />
| Elerium<br />
| §300, 30x Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
| 25<br />
|-<br />
!colspan="5" | General Weapon Upgrades<br />
|-<br />
| Enhanced Ballistics<br />
| Alien Materials<br />
| §80, 5x Alloys<br />
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
|-<br />
| Enhanced Lasers<br />
| Advanced Beam Lasers<br />
| §150, 20x Alloys, 15x Weapon Fragments<br />
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
|-<br />
| Enhanced Plasma<br />
| Precision Plasma Weapons<br />
| §?, ?<br />
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.<br />
|-<br />
| Ammo Conservation<br />
| Muton Autopsy<br />
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments<br />
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).<br />
| 55<br />
|-<br />
!colspan="5" | Pistol Upgrades<br />
|-<br />
| Mag Pistols<br />
| Alien Weaponry<br />
| §35, 5x Weapon Fragments<br />
| Increases chance of scoring a critical hit with pistols<br />
| 10<br />
|-<br />
| Rail Pistols<br />
| Gauss Weapons<br />
| §90, 5x Alloys, 25x Weapon Fragments<br />
| +10% Aim for pistols?<br />
|-<br />
| Reflex Pistols<br />
| Compact Plasma Weapons<br />
| §?, ?<br />
| <br />
|-<br />
!colspan="5" | Aerospace Improvements<br />
|-<br />
| Aircraft Boosters<br />
| Alien Materials<br />
| §50, 10x Weapon Fragments, 10x Meld<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
|-<br />
| Elerium Afterburners<br />
| Alien Propulsion<br />
| §300, 15x Elerium, 15x Alloys, 2x Alien Power Source<br />
| Increases Interceptor combat time.<br />
|-<br />
| Armored Fighters<br />
| Advanced Aerospace Concepts<br />
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld<br />
| Increases Interceptor HP.<br />
|-<br />
| Wingtip Sparrowhawks<br />
| Advanced Aerospace Concepts<br />
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld<br />
| Grants Interceptors secondary armor-piercing missiles.<br />
| 55<br />
|-<br />
| Penetrator Weapons<br />
| Advanced Aerospace Concepts<br />
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers<br />
| Increases armor penetration of air-to-air weapons.<br />
|-<br />
| Super Skyranger<br />
| Advanced Aerospace Concepts<br />
| §200, 20x Alloys<br />
| Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault<br />
| 35<br />
|-<br />
| Improved Avionics<br />
| Advanced Aerospace Concepts<br />
| §400, 35x Weapon Fragments, 3x UFO Flight Computers<br />
| Increases Interceptor hit chance.<br />
|-<br />
| Stealth Satellites<br />
| Stealth Systems<br />
| §?, ?<br />
| Decreases chance of satellites being detected by alien patrols<br />
|-<br />
| Supercapacitors<br />
| Advanced Pulse Lasers<br />
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons.<br />
|-<br />
| UFO Countermeasures<br />
| Seeker Autopsy<br />
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers<br />
| Increases Interceptor dodge chance.<br />
| 30<br />
|-<br />
| UFO Tracking<br />
| Alien Power Systems<br />
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions<br />
|-<br />
!colspan="5" | Material Recovery<br />
|-<br />
| Alien Nucleonics<br />
| Alien Power Systems<br />
| §500, 20x Elerium, 60x Alloys, 80x Meld<br />
| Increases Elerium recovery from combat.<br />
|-<br />
| Alien Metallurgy<br />
| Alien Materials<br />
| §300, 5x Elerium, 15x Alloys, 60x Meld<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
|-<br />
| Improved Salvage<br />
| Alien Materials<br />
| §200, x10 Elerium, x20 Alloys, x30 Meld<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
|-<br />
!colspan="5" | Miscellaneous<br />
|-<br />
| Drone Capture<br />
| EMP Weapons<br />
| §?, ?<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
|-<br />
| Improved Arc Thrower<br />
| Alien Power Systems<br />
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments<br />
| Increases stunning ability of the Arc Thrower<br />
|-<br />
| Tactical Rigging<br />
| Muton Elite Autopsy<br />
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse<br />
| Grants one extra item slot to soldiers.<br />
|-<br />
| Alien Grenades<br />
| Muton Autopsy<br />
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher<br />
| 35<br />
|-<br />
| Advanced Surgery<br />
| Alien Biocybernetics<br />
| §600, 12x Alien Surgery, 12x Alien Stasis Tank<br />
| Increases soldier healing rate by using alien technology<br />
| 45<br />
|-<br />
| Improved Medikit<br />
| Thin Man Autopsy<br />
| §180, 10x Thin Man Corpses, 10x Meld<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
|-<br />
| Advanced Flight<br />
| Antigrav Systems<br />
| §335, 20x Elerium, 20x Alloys, 2x Drone Wreck, 2x Heavy Floater Corpse, 2x Cyberdisc Wreck<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
|-<br />
| New Combat Systems<br />
| Experimental Warfare<br />
| §100, 10 Elerium, 15 Alloys<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
|-<br />
| SCOPE Upgrade<br />
| Experimental Warfare<br />
| §50, 15x Weapon Fragment<br />
| SCOPE increases user's chance of scoring a critical hit by 10%<br>May also increase crit chance when using Laser Sight by 5%<br />
|-<br />
| MEC Warfare Systems<br />
| Alien Biocybernetics<br />
| §?, ?<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
| 20<br />
|-<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=59647
Foundry (Long War)
2014-09-20T21:09:00Z
<p>Mossflower: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
{{Facilities Data Box (Long War)<br />
|requires=Alien Weaponry<br />
|manpower=n/a<br />
|costs=§200<br />
|quicklycosts=§300, 10 Meld<br />
|power=5<br />
|maintenance=§25/mo<br />
|build time=10 days<br />
|quickly build time=5 days<br />
|provides=Foundry projects<br />
|adjacency= Workshop: 5% refunds<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="5" | Projects<br />
|-<br />
! Name<br />
! Requirements<br />
! Cost<br />
! Effects<br />
! Engineers<br />
|-<br />
!colspan="5" | SHIV-Specific Upgrades<br />
|-<br />
| SHIV Repair<br />
| Drone Autopsy<br />
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck<br />
| Reduces SHIV repair time<br />
|-<br />
| SHIV Defenses<br />
| Mobile Power Armor<br />
| §150, 30x Alloys, 2x Cyberdisk Wreck<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
|-<br />
!colspan="5" | General Mechanical Unit Upgrades<br />
|-<br />
| Advanced Servomotors<br />
| Mechtoid Autopsy<br />
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core<br />
| All SHIVs(?) and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs<br />
|-<br />
| Advanced Repair<br />
| Heavy Floater Autopsy<br />
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld<br />
| Increases Interceptor and SHIV repair speed<br />
|-<br />
| Shaped Armor<br />
| Floater Autopsy<br />
| §300, 20x Elerium, 40x Alloys, 3x Meld, 3x Floater Corpses<br />
| Increases health of mechanised units (SHIV, MEC)<br />
|-<br />
| MEC Close Combat<br />
| Berserker Autopsy<br />
| §300, 15x Elerium, 30x Alloys, 5x Meld, 5x Berserker Corpse<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
|-<br />
| SHIV Suppression<br />
| Alien Weaponry<br />
| §40<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
|-<br />
| Jellied Elerium<br />
| Elerium<br />
| §300, 30x Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
| 25<br />
|-<br />
!colspan="5" | General Weapon Upgrades<br />
|-<br />
| Enhanced Ballistics<br />
| Alien Materials<br />
| §80, 5x Alloys<br />
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
|-<br />
| Enhanced Lasers<br />
| Advanced Beam Lasers<br />
| §150, 20x Alloys, 15x Weapon Fragments<br />
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
|-<br />
| Enhanced Plasma<br />
| Precision Plasma Weapons<br />
| §?, ?<br />
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.<br />
|-<br />
| Ammo Conservation<br />
| Muton Autopsy<br />
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments<br />
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).<br />
|-<br />
!colspan="5" | Pistol Upgrades<br />
|-<br />
| Mag Pistols<br />
| Alien Weaponry<br />
| §35, 5x Weapon Fragments<br />
| Increases chance of scoring a critical hit with pistols<br />
| 10<br />
|-<br />
| Rail Pistols<br />
| Gauss Weapons<br />
| §90, 5x Alloys, 25x Weapon Fragments<br />
| +10% Aim for pistols?<br />
|-<br />
| Reflex Pistols<br />
| Compact Plasma Weapons<br />
| §?, ?<br />
| <br />
|-<br />
!colspan="5" | Aerospace Improvements<br />
|-<br />
| Aircraft Boosters<br />
| Alien Materials<br />
| §50, 10x Weapon Fragments, 10x Meld<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
|-<br />
| Elerium Afterburners<br />
| Alien Propulsion<br />
| §300, 15x Elerium, 15x Alloys, 2x Alien Power Source<br />
| Increases Interceptor combat time.<br />
|-<br />
| Armored Fighters<br />
| Advanced Aerospace Concepts<br />
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld<br />
| Increases Interceptor HP.<br />
|-<br />
| Wingtip Sparrowhawks<br />
| Advanced Aerospace Concepts<br />
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld<br />
| Grants Interceptors secondary armor-piercing missiles.<br />
| 55<br />
|-<br />
| Penetrator Weapons<br />
| Advanced Aerospace Concepts<br />
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers<br />
| Increases armor penetration of air-to-air weapons.<br />
|-<br />
| Super Skyranger<br />
| Advanced Aerospace Concepts<br />
| §200, 20x Alloys<br />
| Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault<br />
| 35<br />
|-<br />
| Improved Avionics<br />
| Advanced Aerospace Concepts<br />
| §400, 35x Weapon Fragments, 3x UFO Flight Computers<br />
| Increases Interceptor hit chance.<br />
|-<br />
| Stealth Satellites<br />
| Stealth Systems<br />
| §?, ?<br />
| Decreases chance of satellites being detected by alien patrols<br />
|-<br />
| Supercapacitors<br />
| Advanced Pulse Lasers<br />
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons.<br />
|-<br />
| UFO Countermeasures<br />
| Seeker Autopsy<br />
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers<br />
| Increases Interceptor dodge chance.<br />
| 30<br />
|-<br />
| UFO Tracking<br />
| Alien Power Systems<br />
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions<br />
|-<br />
!colspan="5" | Material Recovery<br />
|-<br />
| Alien Nucleonics<br />
| Alien Power Systems<br />
| §500, 20x Elerium, 60x Alloys, 80x Meld<br />
| Increases Elerium recovery from combat.<br />
|-<br />
| Alien Metallurgy<br />
| Alien Materials<br />
| §300, 5x Elerium, 15x Alloys, 60x Meld<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
|-<br />
| Improved Salvage<br />
| Alien Materials<br />
| §200, x10 Elerium, x20 Alloys, x30 Meld<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
|-<br />
!colspan="5" | Miscellaneous<br />
|-<br />
| Drone Capture<br />
| EMP Weapons<br />
| §?, ?<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
|-<br />
| Improved Arc Thrower<br />
| Alien Power Systems<br />
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments<br />
| Increases stunning ability of the Arc Thrower<br />
|-<br />
| Tactical Rigging<br />
| Muton Elite Autopsy<br />
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse<br />
| Grants one extra item slot to soldiers.<br />
|-<br />
| Alien Grenades<br />
| Muton Autopsy<br />
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher<br />
|-<br />
| Advanced Surgery<br />
| Alien Biocybernetics<br />
| §600, 12x Alien Surgery, 12x Alien Stasis Tank<br />
| Increases soldier healing rate by using alien technology<br />
| 45<br />
|-<br />
| Improved Medikit<br />
| Thin Man Autopsy<br />
| §180, 10x Thin Man Corpses, 10x Meld<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
|-<br />
| Advanced Flight<br />
| Antigrav Systems<br />
| §335, 20x Elerium, 20x Alloys, 2x Drone Wreck, 2x Heavy Floater Corpse, 2x Cyberdisc Wreck<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
|-<br />
| New Combat Systems<br />
| Experimental Warfare<br />
| §100, 10 Elerium, 15 Alloys<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
|-<br />
| SCOPE Upgrade<br />
| Experimental Warfare<br />
| §50, 15x Weapon Fragment<br />
| SCOPE increases user's chance of scoring a critical hit by 10%<br>May also increase crit chance when using Laser Sight by 5%<br />
|-<br />
| MEC Warfare Systems<br />
| Alien Biocybernetics<br />
| §?, ?<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
| 20<br />
|-<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=59635
Foundry (Long War)
2014-09-19T23:44:29Z
<p>Mossflower: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
{{Facilities Data Box (Long War)<br />
|requires=Alien Weaponry<br />
|manpower=n/a<br />
|costs=§200<br />
|quicklycosts=§300, 10 Meld<br />
|power=5<br />
|maintenance=§25/mo<br />
|build time=10 days<br />
|quickly build time=5 days<br />
|provides=Foundry projects<br />
|adjacency= Workshop: 5% refunds<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="5" | Projects<br />
|-<br />
! Name<br />
! Requirements<br />
! Cost<br />
! Effects<br />
! Engineers<br />
|-<br />
!colspan="5" | SHIV-Specific Upgrades<br />
|-<br />
| SHIV Repair<br />
| Drone Autopsy<br />
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck<br />
| Reduces SHIV repair time<br />
|-<br />
| SHIV Defenses<br />
| Mobile Power Armor<br />
| §150, 30x Alloys, 2x Cyberdisk Wreck<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
|-<br />
!colspan="5" | General Mechanical Unit Upgrades<br />
|-<br />
| Advanced Servomotors<br />
| Mechtoid Autopsy<br />
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core<br />
| All SHIVs(?) and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs<br />
|-<br />
| Advanced Repair<br />
| Heavy Floater Autopsy<br />
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld<br />
| Increases Interceptor and SHIV repair speed<br />
|-<br />
| Shaped Armor<br />
| Floater Autopsy<br />
| §300, 20x Elerium, 40x Alloys, 3x Meld, 3x Floater Corpses<br />
| Increases health of mechanised units (SHIV, MEC)<br />
|-<br />
| MEC Close Combat<br />
| Berserker Autopsy<br />
| §300, 15x Elerium, 30x Alloys, 5x Meld, 5x Berserker Corpse<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
|-<br />
| SHIV Suppression<br />
| Alien Weaponry<br />
| §40<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
|-<br />
| Jellied Elerium<br />
| Elerium<br />
| §300, 30x Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
| 25<br />
|-<br />
!colspan="5" | General Weapon Upgrades<br />
|-<br />
| Enhanced Ballistics<br />
| Alien Materials<br />
| §80, 5x Alloys<br />
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
|-<br />
| Enhanced Lasers<br />
| Advanced Beam Lasers<br />
| §150, 20x Alloys, 15x Weapon Fragments<br />
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
|-<br />
| Enhanced Plasma<br />
| Precision Plasma Weapons<br />
| §?, ?<br />
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.<br />
|-<br />
| Ammo Conservation<br />
| Muton Autopsy<br />
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments<br />
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).<br />
|-<br />
!colspan="5" | Pistol Upgrades<br />
|-<br />
| Mag Pistols<br />
| Alien Weaponry<br />
| §35, 5x Weapon Fragments<br />
| Increases chance of scoring a critical hit with pistols<br />
| 10<br />
|-<br />
| Rail Pistols<br />
| Gauss Weapons<br />
| §90, 5x Alloys, 25x Weapon Fragments<br />
| +10% Aim for pistols?<br />
|-<br />
| Reflex Pistols<br />
| Compact Plasma Weapons<br />
| §?, ?<br />
| <br />
|-<br />
!colspan="5" | Aerospace Improvements<br />
|-<br />
| Aircraft Boosters<br />
| Alien Materials<br />
| §50, 10x Weapon Fragments, 10x Meld<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
|-<br />
| Elerium Afterburners<br />
| Alien Propulsion<br />
| §300, 15x Elerium, 15x Alloys, 2x Alien Power Source<br />
| Increases Interceptor combat time.<br />
|-<br />
| Armored Fighters<br />
| Advanced Aerospace Concepts<br />
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld<br />
| Increases Interceptor HP.<br />
|-<br />
| Wingtip Sparrowhawks<br />
| Advanced Aerospace Concepts<br />
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld<br />
| Grants Interceptors secondary armor-piercing missiles.<br />
| 55<br />
|-<br />
| Penetrator Weapons<br />
| Advanced Aerospace Concepts<br />
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers<br />
| Increases armor penetration of air-to-air weapons.<br />
|-<br />
| Super Skyranger<br />
| Advanced Aerospace Concepts<br />
| §200, 20x Alloys<br />
| Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault<br />
| 35<br />
|-<br />
| Improved Avionics<br />
| Advanced Aerospace Concepts<br />
| §400, 35x Weapon Fragments, 3x UFO Flight Computers<br />
| Increases Interceptor hit chance.<br />
|-<br />
| Stealth Satellites<br />
| Stealth Systems<br />
| §?, ?<br />
| Decreases chance of satellites being detected by alien patrols<br />
|-<br />
| Supercapacitors<br />
| Advanced Pulse Lasers<br />
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons.<br />
|-<br />
| UFO Countermeasures<br />
| Seeker Autopsy<br />
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers<br />
| Increases Interceptor dodge chance.<br />
| 30<br />
|-<br />
| UFO Tracking<br />
| Alien Power Systems<br />
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions<br />
|-<br />
!colspan="5" | Material Recovery<br />
|-<br />
| Alien Nucleonics<br />
| Alien Power Systems<br />
| §500, 20x Elerium, 60x Alloys, 80x Meld<br />
| Increases Elerium recovery from combat.<br />
|-<br />
| Alien Metallurgy<br />
| Alien Materials<br />
| §300, 5x Elerium, 15x Alloys, 60x Meld<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
|-<br />
| Improved Salvage<br />
| Alien Materials<br />
| §200, x10 Elerium, x20 Alloys, x30 Meld<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
|-<br />
!colspan="5" | Miscellaneous<br />
|-<br />
| Drone Capture<br />
| EMP Weapons<br />
| §?, ?<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
|-<br />
| Improved Arc Thrower<br />
| Alien Power Systems<br />
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments<br />
| Increases stunning ability of the Arc Thrower<br />
|-<br />
| Tactical Rigging<br />
| Muton Elite Autopsy<br />
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse<br />
| Grants one extra item slot to soldiers.<br />
|-<br />
| Alien Grenades<br />
| Muton Autopsy<br />
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher<br />
|-<br />
| Advanced Surgery<br />
| Alien Biocybernetics<br />
| §600, 12x Alien Surgery, 12x Alien Stasis Tank<br />
| Increases soldier healing rate by using alien technology<br />
|-<br />
| Improved Medikit<br />
| Thin Man Autopsy<br />
| §180, 10x Thin Man Corpses, 10x Meld<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
|-<br />
| Advanced Flight<br />
| Antigrav Systems<br />
| §335, 20x Elerium, 20x Alloys, 2x Drone Wreck, 2x Heavy Floater Corpse, 2x Cyberdisc Wreck<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
|-<br />
| New Combat Systems<br />
| Experimental Warfare<br />
| §100, 10 Elerium, 15 Alloys<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
|-<br />
| SCOPE Upgrade<br />
| Experimental Warfare<br />
| §50, 15x Weapon Fragment<br />
| SCOPE increases user's chance of scoring a critical hit by 10%<br>May also increase crit chance when using Laser Sight by 5%<br />
|-<br />
| MEC Warfare Systems<br />
| Alien Biocybernetics<br />
| §?, ?<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
|-<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=59632
Foundry (Long War)
2014-09-19T21:30:04Z
<p>Mossflower: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
{{Facilities Data Box (Long War)<br />
|requires=Alien Weaponry<br />
|manpower=n/a<br />
|costs=§200<br />
|quicklycosts=§300, 10 Meld<br />
|power=5<br />
|maintenance=§25/mo<br />
|build time=10 days<br />
|quickly build time=5 days<br />
|provides=Foundry projects<br />
|adjacency= Workshop: 5% refunds<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="5" | Projects<br />
|-<br />
! Name<br />
! Requirements<br />
! Cost<br />
! Effects<br />
! Engineers<br />
|-<br />
!colspan="5" | SHIV-Specific Upgrades<br />
|-<br />
| SHIV Repair<br />
| Drone Autopsy<br />
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck<br />
| Reduces SHIV repair time<br />
|-<br />
| SHIV Defenses<br />
| Mobile Power Armor<br />
| §150, 30x Alloys, 2x Cyberdisk Wreck<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
|-<br />
!colspan="5" | General Mechanical Unit Upgrades<br />
|-<br />
| Advanced Servomotors<br />
| Mechtoid Autopsy<br />
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core<br />
| All SHIVs(?) and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs<br />
|-<br />
| Advanced Repair<br />
| Heavy Floater Autopsy<br />
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld<br />
| Increases Interceptor and SHIV repair speed<br />
|-<br />
| Shaped Armor<br />
| Floater Autopsy<br />
| §300, 20x Elerium, 40x Alloys, 3x Meld, 3x Floater Corpses<br />
| Increases health of mechanised units (SHIV, MEC)<br />
|-<br />
| MEC Close Combat<br />
| Berserker Autopsy<br />
| §300, 15x Elerium, 30x Alloys, 5x Meld, 5x Berserker Corpse<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
|-<br />
| SHIV Suppression<br />
| Alien Weaponry<br />
| §40<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
|-<br />
| Jellied Elerium<br />
| Elerium<br />
| §300, 30x Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
|-<br />
!colspan="5" | General Weapon Upgrades<br />
|-<br />
| Enhanced Ballistics<br />
| Alien Materials<br />
| §80, 5x Alloys<br />
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
|-<br />
| Enhanced Lasers<br />
| Advanced Beam Lasers<br />
| §150, 20x Alloys, 15x Weapon Fragments<br />
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
|-<br />
| Enhanced Plasma<br />
| Precision Plasma Weapons<br />
| §?, ?<br />
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.<br />
|-<br />
| Ammo Conservation<br />
| Muton Autopsy<br />
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments<br />
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).<br />
|-<br />
!colspan="5" | Pistol Upgrades<br />
|-<br />
| Mag Pistols<br />
| Alien Weaponry<br />
| §35, 5x Weapon Fragments<br />
| Increases chance of scoring a critical hit with pistols<br />
| 10<br />
|-<br />
| Rail Pistols<br />
| Gauss Weapons<br />
| §90, 5x Alloys, 25x Weapon Fragments<br />
| +10% Aim for pistols?<br />
|-<br />
| Reflex Pistols<br />
| Compact Plasma Weapons<br />
| §?, ?<br />
| <br />
|-<br />
!colspan="5" | Aerospace Improvements<br />
|-<br />
| Aircraft Boosters<br />
| Alien Materials<br />
| §50, 10x Weapon Fragments, 10x Meld<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
|-<br />
| Elerium Afterburners<br />
| Alien Propulsion<br />
| §300, 15x Elerium, 15x Alloys, 2x Alien Power Source<br />
| Increases Interceptor combat time.<br />
|-<br />
| Armored Fighters<br />
| Advanced Aerospace Concepts<br />
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld<br />
| Increases Interceptor HP.<br />
|-<br />
| Wingtip Sparrowhawks<br />
| Advanced Aerospace Concepts<br />
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld<br />
| Grants Interceptors secondary armor-piercing missiles.<br />
| 55<br />
|-<br />
| Penetrator Weapons<br />
| Advanced Aerospace Concepts<br />
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers<br />
| Increases armor penetration of air-to-air weapons.<br />
|-<br />
| Super Skyranger<br />
| Advanced Aerospace Concepts<br />
| §200, 20x Alloys<br />
| Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault<br />
| 35<br />
|-<br />
| Improved Avionics<br />
| Advanced Aerospace Concepts<br />
| §400, 35x Weapon Fragments, 3x UFO Flight Computers<br />
| Increases Interceptor hit chance.<br />
|-<br />
| Stealth Satellites<br />
| Stealth Systems<br />
| §?, ?<br />
| Decreases chance of satellites being detected by alien patrols<br />
|-<br />
| Supercapacitors<br />
| Advanced Pulse Lasers<br />
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons.<br />
|-<br />
| UFO Countermeasures<br />
| Seeker Autopsy<br />
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers<br />
| Increases Interceptor dodge chance.<br />
| 30<br />
|-<br />
| UFO Tracking<br />
| Alien Power Systems<br />
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions<br />
|-<br />
!colspan="5" | Material Recovery<br />
|-<br />
| Alien Nucleonics<br />
| Alien Power Systems<br />
| §500, 20x Elerium, 60x Alloys, 80x Meld<br />
| Increases Elerium recovery from combat.<br />
|-<br />
| Alien Metallurgy<br />
| Alien Materials<br />
| §300, 5x Elerium, 15x Alloys, 60x Meld<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
|-<br />
| Improved Salvage<br />
| Alien Materials<br />
| §200, x10 Elerium, x20 Alloys, x30 Meld<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
|-<br />
!colspan="5" | Miscellaneous<br />
|-<br />
| Drone Capture<br />
| EMP Weapons<br />
| §?, ?<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
|-<br />
| Improved Arc Thrower<br />
| Alien Power Systems<br />
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments<br />
| Increases stunning ability of the Arc Thrower<br />
|-<br />
| Tactical Rigging<br />
| Muton Elite Autopsy<br />
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse<br />
| Grants one extra item slot to soldiers.<br />
|-<br />
| Alien Grenades<br />
| Muton Autopsy<br />
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher<br />
|-<br />
| Advanced Surgery<br />
| Alien Biocybernetics<br />
| §600, 12x Alien Surgery, 12x Alien Stasis Tank<br />
| Increases soldier healing rate by using alien technology<br />
|-<br />
| Improved Medikit<br />
| Thin Man Autopsy<br />
| §180, 10x Thin Man Corpses, 10x Meld<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
|-<br />
| Advanced Flight<br />
| Antigrav Systems<br />
| §335, 20x Elerium, 20x Alloys, 2x Drone Wreck, 2x Heavy Floater Corpse, 2x Cyberdisc Wreck<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
|-<br />
| New Combat Systems<br />
| Experimental Warfare<br />
| §100, 10 Elerium, 15 Alloys<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
|-<br />
| SCOPE Upgrade<br />
| Experimental Warfare<br />
| §50, 15x Weapon Fragment<br />
| SCOPE increases user's chance of scoring a critical hit by 10%<br>May also increase crit chance when using Laser Sight by 5%<br />
|-<br />
| MEC Warfare Systems<br />
| Alien Biocybernetics<br />
| §?, ?<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
|-<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=58840
Foundry (Long War)
2014-08-15T19:29:44Z
<p>Mossflower: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
{{Facilities Data Box (Long War)<br />
|requires=Alien Weaponry<br />
|manpower=n/a<br />
|costs=§200<br />
|quicklycosts=§300, 10 Meld<br />
|power=5<br />
|maintenance=§25/mo<br />
|build time=10 days<br />
|quickly build time=5 days<br />
|provides=Foundry projects<br />
|adjacency= Workshop: 5% refunds<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
{| class="wikitable"<br />
|-<br />
!colspan="4" | Projects<br />
|-<br />
! Name<br />
! Requirements<br />
! Cost<br />
! Effects<br />
|-<br />
!colspan="4" | SHIV-Specific Upgrades<br />
|-<br />
| SHIV Repair<br />
| Drone Autopsy<br />
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck<br />
| Reduces SHIV repair time<br />
|-<br />
| SHIV Defenses<br />
| ?<br />
| §150, 30x Alloys, 2x Cyberdisk Wreck<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
|-<br />
!colspan="4" | General Mechanical Unit Upgrades<br />
|-<br />
| Advanced Servomotors<br />
| Mechtoid Autopsy<br />
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core<br />
| All SHIVs(?) and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs<br />
|-<br />
| Advanced Repair<br />
| Heavy Floater Autopsy<br />
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld<br />
| Increases Interceptor and SHIV repair speed<br />
|-<br />
| Shaped Armor<br />
| ?<br />
| §?, ? Elerium, ? Alloys, ? Meld, ? Corpses<br />
| Increases health of mechanised units (SHIV, MEC)<br />
|-<br />
| MEC Close Combat<br />
| Berserker Autopsy<br />
| §?, ?<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
|-<br />
| SHIV Suppression<br />
| ?<br />
| §40<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
|-<br />
| Jellied Elerium<br />
| Elerium<br />
| §?, ?<br />
| Increases Flamethrower damage by ~50%.<br />
|-<br />
!colspan="4" | General Weapon Upgrades<br />
|-<br />
| Enhanced Ballistics<br />
| ?<br />
| §80, 5x Alloys<br />
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.<br />
|-<br />
| Enhanced Lasers<br />
| Advanced Beam Lasers<br />
| §150, 20x Alloys, 15x Weapon Fragments<br />
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.<br />
|-<br />
| Enhanced Plasma<br />
| Precision Plasma Weapons<br />
| §?, ?<br />
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.<br />
|-<br />
| Ammo Conservation<br />
| Muton Autopsy<br />
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments<br />
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).<br />
|-<br />
!colspan="4" | Pistol Upgrades<br />
|-<br />
| Mag Pistols<br />
| -<br />
| §35, 5x Weapon Fragments<br />
| Increases chance of scoring a critical hit with pistols<br />
|-<br />
| Rail Pistols<br />
| Gauss Weapons?<br />
| §90, 5x Alloys, 25x Weapon Fragments<br />
| +10% Aim for pistols?<br />
|-<br />
| Reflex Pistols<br />
| Compact Plasma Weapons<br />
| §?, ?<br />
| <br />
|-<br />
!colspan="4" | Aerospace Improvements<br />
|-<br />
| Aircraft Boosters<br />
| ?<br />
| §50, 10x Weapon Fragments, 10x Meld<br />
| Allows production of usable 'booster' items for interception<br />
|-<br />
| Elerium Afterburners<br />
| Alien Propulsion<br />
| §?, ?<br />
| Increases Interceptor combat time.<br />
|-<br />
| Armored Fighters<br />
| Advanced Aerospace Concepts<br />
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld<br />
| Increases Interceptor HP.<br />
|-<br />
| Wingtip Sparrowhawks<br />
| Advanced Aerospace Concepts<br />
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld<br />
| Grants Interceptors secondary armor-piercing missiles.<br />
|-<br />
| Penetrator Weapons<br />
| Advanced Aerospace Concepts<br />
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers<br />
| Increases armor penetration of air-to-air weapons.<br />
|-<br />
| Super Skyranger<br />
| Advanced Aerospace Concepts<br />
| §200, 20x Alloys<br />
| Grants additional soldier slots on certain missions; alien base raids (10), EXALT HQ raid (?), and Temple Ship (14?)<br />
|-<br />
| Improved Avionics<br />
| Advanced Aerospace Concepts<br />
| §400, 35x Weapon Fragments, 3x UFO Flight Computers<br />
| Increases Interceptor hit chance.<br />
|-<br />
| Stealth Satellites<br />
| Stealth Systems<br />
| §?, ?<br />
| Decreases chance of satellites being detected by alien patrols<br />
|-<br />
| Supercapacitors<br />
| Advanced Pulse Lasers<br />
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons.<br />
|-<br />
| UFO Countermeasures<br />
| Seeker Autopsy<br />
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers<br />
| Increases Interceptor dodge chance.<br />
|-<br />
| UFO Tracking<br />
| Alien Power Systems<br />
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions<br />
|-<br />
!colspan="4" | Material Recovery<br />
|-<br />
| Alien Nucleonics<br />
| Alien Power Systems<br />
| §500, 20x Elerium, 60x Alloys, 80x Meld<br />
| Increases Elerium recovery from combat.<br />
|-<br />
| Alien Metallurgy<br />
| ?<br />
| §300, 5x Elerium, 15x Alloys, 60x Meld<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
|-<br />
| Improved Salvage<br />
| ?<br />
| §200, x10 Elerium, x20 Alloys, x30 Meld<br />
| Increases weapon fragment recovery from combat by 25%<br />
|-<br />
!colspan="4" | Miscellaneous<br />
|-<br />
| Drone Capture<br />
| EMP Weapons<br />
| §?, ?<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
|-<br />
| Improved Arc Thrower<br />
| Alien Power Systems<br />
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments<br />
| Increases stunning ability of the Arc Thrower<br />
|-<br />
| Tactical Rigging<br />
| Muton Elite Autopsy<br />
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse<br />
| Grants one extra item slot to soldiers.<br />
|-<br />
| Alien Grenades<br />
| Muton Autopsy<br />
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher<br />
|-<br />
| Advanced Surgery<br />
| Alien Biocybernetics<br />
| §600, 12x Alien Surgery, 12x Alien Stasis Tank<br />
| Increases soldier healing rate by using alien technology<br />
|-<br />
| Improved Medikit<br />
| Thin Man Autopsy<br />
| §180, 10x Thin Man Corpses, 10x Meld<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
|-<br />
| Advanced Flight<br />
| Antigrav Systems<br />
| §?, ?<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
|-<br />
| New Combat Systems<br />
| Experimental Warfare<br />
| §?, ?<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
|-<br />
| SCOPE Upgrade<br />
| ?<br />
| §50, 15x Weapon Fragment<br />
| SCOPE increases user's chance of scoring a critical hit by 10%<br>May also increase crit chance when using Laser Sight by 5%<br />
|-<br />
| MEC Warfare Systems<br />
| Alien Biocybernetics<br />
| §?, ?<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
|-<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&diff=58581
Alien Life Forms (Long War)
2014-08-07T14:54:14Z
<p>Mossflower: </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 />
{| 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 />
{| 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. 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.<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 />
{| 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 />
{| 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 (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 />
|- <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.png|125px]]<br />
|hp=8-62<br />
|aim=∞<br />
|defense=10-30<br />
|will=120<br />
|move=20-25<br />
|damage=6-21<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. 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 />
|- <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_2_(EU2012).png|125px]]<br />
|hp=12-23<br />
|aim=∞<br />
|defense=0<br />
|will=120<br />
|move=9-13<br />
|damage=9-16<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 />
|- <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 2 (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.<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 />
[[File:Muton (EU2012).png|right|thumb]]<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 />
<br />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Muton squad leaders<br />
|-<br />
| Covering Fire<br />
|-<br />
| Opportunist<br />
|-<br />
| Heat Warheads<br />
|-<br />
| Bombard<br />
|-<br />
| Will to Survive<br />
|-<br />
| Sentinel<br />
|-<br />
| Light 'Em Up<br />
|-<br />
| Aggression<br />
|-<br />
| Tactical Sense<br />
|-<br />
| Combined Arms<br />
|-<br />
|}<br clear=right><br />
<br />
==Cyberdisc==<br />
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]<br />
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]<br />
Cyberdiscs are similar to vanilla Cyberdiscs. 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 drones. Cyberdiscs 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 20 HP 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 PBAoE, 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 />
One important note about the cyberdisc is that they only have the "Hardened" trait as long as they're closed.<br />
<br />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Cyberdisk squad leaders<br />
|-<br />
| Automated Threat Assessment<br />
|-<br />
| Bombard<br />
|-<br />
| Damage Control<br />
|-<br />
| Repair Servos<br />
|-<br />
| Aggression<br />
|-<br />
| Reactive Targeting Sensors<br />
|-<br />
| Light 'Em Up<br />
|-<br />
| Combined Arms<br />
|-<br />
|}<br />
<br clear=right><br />
<br />
==Mechtoid==<br />
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]<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 />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Mechtoid squad leaders<br />
|-<br />
| Executioner<br />
|-<br />
| Platform Stability<br />
|-<br />
| Advanced Fire Control<br />
|-<br />
| Shock-Absorbent Armor<br />
|-<br />
| Repair Servos<br />
|-<br />
| Rapid Reaction<br />
|-<br />
| Reactive Targeting Sensors<br />
|-<br />
| Absorption Fields<br />
|-<br />
|}<br clear=right><br />
<br />
==Berserker==<br />
[[File:Muton Berserker (EU2012).jpg|right|thumb]]<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 />
<br />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Berserker squad leaders<br />
|-<br />
| Shock-Absorbent Armor<br />
|-<br />
| Regeneration<br />
|-<br />
| Neural Damping<br />
|-<br />
| Sprinter<br />
|-<br />
| Tactical Sense<br />
|-<br />
|}<br />
<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 />
<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 />
[[Category: Long War]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&diff=58580
Alien Life Forms (Long War)
2014-08-07T14:50:57Z
<p>Mossflower: </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 />
{| 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 />
{| 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. 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.<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 />
{| 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 />
{| 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 (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 />
|- <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.png|125px]]<br />
|hp=8-62<br />
|aim=∞<br />
|defense=10-30<br />
|will=120<br />
|move=20-25<br />
|damage=6-21<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. 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 />
|- <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_2_(EU2012).png|125px]]<br />
|hp=12-23<br />
|aim=∞<br />
|defense=0<br />
|will=120<br />
|move=9-13<br />
|damage=9-16<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 />
|- <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 2 (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.<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 />
[[File:Muton (EU2012).png|right|thumb]]<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 />
<br />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Muton squad leaders<br />
|-<br />
| Covering Fire<br />
|-<br />
| Opportunist<br />
|-<br />
| Heat Warheads<br />
|-<br />
| Bombard<br />
|-<br />
| Will to Survive<br />
|-<br />
| Sentinel<br />
|-<br />
| Light 'Em Up<br />
|-<br />
| Aggression<br />
|-<br />
| Tactical Sense<br />
|-<br />
| Combined Arms<br />
|-<br />
|}<br clear=right><br />
<br />
==Cyberdisc==<br />
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]<br />
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]<br />
Cyberdiscs are similar to vanilla Cyberdiscs. 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 drones. Cyberdiscs 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 20 HP 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 using their powerful PBAoE, 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 />
<br />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Cyberdisk squad leaders<br />
|-<br />
| Automated Threat Assessment<br />
|-<br />
| Bombard<br />
|-<br />
| Damage Control<br />
|-<br />
| Repair Servos<br />
|-<br />
| Aggression<br />
|-<br />
| Reactive Targeting Sensors<br />
|-<br />
| Light 'Em Up<br />
|-<br />
| Combined Arms<br />
|-<br />
|}<br />
<br clear=right><br />
<br />
==Mechtoid==<br />
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]<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 />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Mechtoid squad leaders<br />
|-<br />
| Executioner<br />
|-<br />
| Platform Stability<br />
|-<br />
| Advanced Fire Control<br />
|-<br />
| Shock-Absorbent Armor<br />
|-<br />
| Repair Servos<br />
|-<br />
| Rapid Reaction<br />
|-<br />
| Reactive Targeting Sensors<br />
|-<br />
| Absorption Fields<br />
|-<br />
|}<br clear=right><br />
<br />
==Berserker==<br />
[[File:Muton Berserker (EU2012).jpg|right|thumb]]<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 />
<br />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Berserker squad leaders<br />
|-<br />
| Shock-Absorbent Armor<br />
|-<br />
| Regeneration<br />
|-<br />
| Neural Damping<br />
|-<br />
| Sprinter<br />
|-<br />
| Tactical Sense<br />
|-<br />
|}<br />
<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 />
<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 />
[[Category: Long War]]</div>
Mossflower
https://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&diff=58579
Alien Life Forms (Long War)
2014-08-07T14:38:56Z
<p>Mossflower: </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 />
{| 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 />
{| 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. 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.<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 />
{| 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 />
{| 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 (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 />
|- <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.png|125px]]<br />
|hp=8-62<br />
|aim=∞<br />
|defense=10-30<br />
|will=120<br />
|move=20-25<br />
|damage=6-21<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. 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 />
|- <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_2_(EU2012).png|125px]]<br />
|hp=12-23<br />
|aim=∞<br />
|defense=0<br />
|will=120<br />
|move=9-13<br />
|damage=9-16<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 />
|- <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 2 (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.<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 />
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{| 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 />
[[File:Muton (EU2012).png|right|thumb]]<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 />
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<br />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Muton squad leaders<br />
|-<br />
| Covering Fire<br />
|-<br />
| Opportunist<br />
|-<br />
| Heat Warheads<br />
|-<br />
| Bombard<br />
|-<br />
| Will to Survive<br />
|-<br />
| Sentinel<br />
|-<br />
| Light 'Em Up<br />
|-<br />
| Aggression<br />
|-<br />
| Tactical Sense<br />
|-<br />
| Combined Arms<br />
|-<br />
|}<br clear=right><br />
<br />
==Cyberdisc==<br />
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]<br />
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]<br />
Cyberdiscs are similar to vanilla Cyberdiscs. 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 drones. Cyberdiscs 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 20 HP pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire.<br />
<br />
<br />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Cyberdisk squad leaders<br />
|-<br />
| Automated Threat Assessment<br />
|-<br />
| Bombard<br />
|-<br />
| Damage Control<br />
|-<br />
| Repair Servos<br />
|-<br />
| Aggression<br />
|-<br />
| Reactive Targeting Sensors<br />
|-<br />
| Light 'Em Up<br />
|-<br />
| Combined Arms<br />
|-<br />
|}<br />
<br clear=right><br />
<br />
==Mechtoid==<br />
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]<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 />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Mechtoid squad leaders<br />
|-<br />
| Executioner<br />
|-<br />
| Platform Stability<br />
|-<br />
| Advanced Fire Control<br />
|-<br />
| Shock-Absorbent Armor<br />
|-<br />
| Repair Servos<br />
|-<br />
| Rapid Reaction<br />
|-<br />
| Reactive Targeting Sensors<br />
|-<br />
| Absorption Fields<br />
|-<br />
|}<br clear=right><br />
<br />
==Berserker==<br />
[[File:Muton Berserker (EU2012).jpg|right|thumb]]<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 />
<br />
{| {{Specs Table}}<br />
|- {{Specs Table Heading}} <br />
| Possible perks for Berserker squad leaders<br />
|-<br />
| Shock-Absorbent Armor<br />
|-<br />
| Regeneration<br />
|-<br />
| Neural Damping<br />
|-<br />
| Sprinter<br />
|-<br />
| Tactical Sense<br />
|-<br />
|}<br />
<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 />
<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 />
[[Category: Long War]]</div>
Mossflower