https://www.ufopaedia.org/api.php?action=feedcontributions&user=Neverim&feedformat=atomUFOpaedia - User contributions [en]2024-03-28T12:52:22ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=114719Abilities List (Long War)2023-07-12T18:00:01Z<p>Neverim: /* Normal Perks */</p>
<hr />
<div>{{Toc (Long War)|55}}<br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]].<br />
<br />
==Normal Perks==<br />
'''Available for'''<br />
<br />
There are listed XCOM soldier and MEC classes who can possibly obtain the ability, as well as aliens who '''ALL''' have it, at least from certain point (such as Sectoid/Thin Man's ''Low Profile''). Please do not add alien species if only leaders could have the ability.<br />
<br />
<br />
<div id="Absorption Fields"><h4 style="display: none">Absorption Fields</h4></div><br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Advanced Fire Control"><h4 style="display: none">Advanced Fire Control</h4></div><br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Aggression"><h4 style="display: none">Aggression</h4></div><br />
{{Aggression (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Automated Threat Assessment"><h4 style="display: none">Automated Threat Assessment</h4></div><br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: all MECs except Pathfinder, [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Battle Scanner"><h4 style="display: none">Battle Scanner</h4></div><br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Body Shield"><h4 style="display: none">Body Shield</h4></div><br />
{{Body Shield (Long War)|align=left |text=1}}<br />
<br />
<div id="Bombard"><h4 style="display: none">Bombard</h4></div><br />
{{Bombard (Long War)|align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]</div><br />
<br />
<div id="Bring Em On"><h4 style="display: none">Bring Em On</h4></div><br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Close Combat Specialist"><h4 style="display: none">Close Combat Specialist</h4></div><br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Close Encounters"><h4 style="display: none">Close Encounters</h4></div><br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Collateral Damage"><h4 style="display: none">Collateral Damage</h4></div><br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Combat Drugs"><h4 style="display: none">Combat Drugs</h4></div><br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Concealment"><h4 style="display: none">Concealment</h4></div><br />
{{Concealment (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]]</div><br />
<br />
<div id="Covering Fire"><h4 style="display: none">Covering Fire</h4></div><br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Goliath_(Long_War)|Goliath]]</div><br />
<br />
<div id="Damage Control"><h4 style="display: none">Damage Control</h4></div><br />
{{Damage Control (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]</div><br />
<br />
<div id="Damn Good Ground"><h4 style="display: none">Damn Good Ground</h4></div><br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Danger Zone"><h4 style="display: none">Danger Zone</h4></div><br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]]</div><br />
<br />
<div id="Deadeye"><h4 style="display: none">Deadeye</h4></div><br />
{{Deadeye (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Dense Smoke"><h4 style="display: none">Dense Smoke</h4></div><br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Disabling Shot"><h4 style="display: none">Disabling Shot</h4></div><br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Double Tap"><h4 style="display: none">Double Tap</h4></div><br />
{{Double Tap (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Executioner"><h4 style="display: none">Executioner</h4></div><br />
{{Executioner (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Extra Conditioning"><h4 style="display: none">Extra Conditioning</h4></div><br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Field Medic"><h4 style="display: none">Field Medic</h4></div><br />
{{Field Medic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Field Surgeon"><h4 style="display: none">Field Surgeon</h4></div><br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Fire in the Hole"><h4 style="display: none">Fire in the Hole</h4></div><br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Fire Rocket"><h4 style="display: none">Fire Rocket</h4></div><br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Flush"><h4 style="display: none">Flush</h4></div><br />
{{Flush (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Grenadier"><h4 style="display: none">Grenadier</h4></div><br />
{{Grenadier (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="HEAT Ammo"><h4 style="display: none">HEAT Ammo</h4></div><br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="HEAT Warheads"><h4 style="display: none">HEAT Warheads</h4></div><br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br>Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.</div><br />
<br />
<div id="Hit and Run"><h4 style="display: none">Hit and Run</h4></div><br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Holo-Targeting"><h4 style="display: none">Holo-Targeting</h4></div><br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="In the Zone"><h4 style="display: none">In the Zone</h4></div><br />
{{In The Zone (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]</div><br />
<br />
<div id="Javelin Rockets"><h4 style="display: none">Javelin Rockets</h4></div><br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Jetboot Module"><h4 style="display: none">Jetboot Module</h4></div><br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
<br />
<div id="Killer Instinct"><h4 style="display: none">Killer Instinct</h4></div><br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]]</div><br />
<br />
<div id="Light Em Up"><h4 style="display: none">Light Em Up</h4></div><br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]</div><br />
<br />
<div id="Lightning Reflexes"><h4 style="display: none">Lightning Reflexes</h4></div><br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Lock N Load"><h4 style="display: none">Lock N Load</h4></div><br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Lone_Wolf"><h4 style="display: none">Lone Wolf</h4></div><br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Low Profile"><h4 style="display: none">Low Profile</h4></div><br />
{{Low Profile (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Mayhem"><h4 style="display: none">Mayhem</h4></div><br />
{{Mayhem (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="One for All"><h4 style="display: none">One for All</h4></div><br />
{{One For All (Long War) |align=left |text=1}}<br />
<br />
<div id="Opportunist"><h4 style="display: none">Opportunist</h4></div><br />
{{Opportunist (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]],[[Gunner_(Long_War)|Gunner]],[[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Packmaster"><h4 style="display: none">Packmaster</h4></div><br />
{{Packmaster (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Paramedic"><h4 style="display: none">Paramedic</h4></div><br />
{{Paramedic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Platform Stability"><h4 style="display: none">Platform Stability</h4></div><br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Precision Shot"><h4 style="display: none">Precision Shot</h4></div><br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Ranger"><h4 style="display: none">Ranger</h4></div><br />
{{Ranger (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: all soldiers and MECs except Medic</div><br />
<br />
<div id="Rapid Fire"><h4 style="display: none">Rapid Fire</h4></div><br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Rapid Reaction"><h4 style="display: none">Rapid Reaction</h4></div><br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]</div><br />
<br />
<div id="Reactive Targeting Sensors"><h4 style="display: none">Reactive Targeting Sensors</h4></div><br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Ready for Anything"><h4 style="display: none">Ready for Anything</h4></div><br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Repair"><h4 style="display: none">Repair</h4></div><br />
{{Repair (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]</div><br />
<br />
<div id="Repair Servos"><h4 style="display: none">Repair Servos</h4></div><br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]</div><br />
<br />
<div id="Resilience"><h4 style="display: none">Resilience</h4></div><br />
{{Resilience (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]</div><br />
<br />
<div id="Revive"><h4 style="display: none">Revive</h4></div><br />
{{Revive (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Run and Gun"><h4 style="display: none">Run and Gun</h4></div><br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]</div><br />
<br />
<div id="Sapper"><h4 style="display: none">Sapper</h4></div><br />
{{Sapper (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Savior"><h4 style="display: none">Savior</h4></div><br />
{{Savior (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Sentinel"><h4 style="display: none">Sentinel</h4></div><br />
{{Sentinel (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Sharpshooter"><h4 style="display: none">Sharpshooter</h4></div><br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Shock Absorbent Armor"><h4 style="display: none">Shock Absorbent Armor</h4></div><br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Shock and Awe"><h4 style="display: none">Shock and Awe</h4></div><br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Shredder Ammo"><h4 style="display: none">Shredder Ammo</h4></div><br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Smoke and Mirrors"><h4 style="display: none">Smoke and Mirrors</h4></div><br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Smoke Grenade"><h4 style="display: none">Smoke Grenade</h4></div><br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Snapshot"><h4 style="display: none">Snapshot</h4></div><br />
{{Snapshot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Sprinter"><h4 style="display: none">Sprinter</h4></div><br />
{{Sprinter (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Squadsight"><h4 style="display: none">Squadsight</h4></div><br />
{{Squadsight (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Steadfast"><h4 style="display: none">Steadfast</h4></div><br />
{{Steadfast (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Suppression"><h4 style="display: none">Suppression</h4></div><br />
{{Suppression (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]], [[Alien_Life_Forms_(Long_War)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<div id="Tactical Sense"><h4 style="display: none">Tactical Sense</h4></div><br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]</div><br />
<br />
<div id="Tandem Warheads"><h4 style="display: none">Tandem Warheads</h4></div><br />
{{Tandem Warheads (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Vital Point Targeting"><h4 style="display: none">Vital Point Targeting</h4></div><br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]] except Shogun</div><br />
<br />
<div id="Will to Survive"><h4 style="display: none">Will to Survive</h4></div><br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
==Alien Only Perks==<br />
<div id="Acidic"><h4 style="display: none">Acidic</h4></div><br />
{{Acidic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]</div><br />
<br />
<div id="Acid Spit"><h4 style="display: none">Acid Spit</h4></div><br />
{{Acid Spit (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]</div><br />
<br />
<div id="Alien Grenade"><h4 style="display: none">Alien Grenade</h4></div><br />
{{Alien Grenade (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Bull Rush"><h4 style="display: none">Bull Rush</h4></div><br />
{{Bull Rush (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Bloodlust"><h4 style="display: none">Bloodlust</h4></div><br />
{{Bloodlust (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Blood Call"><h4 style="display: none">Blood Call</h4></div><br />
{{Blood Call (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]]</div><br />
<br />
<div id="Cannon Fire"><h4 style="display: none">Cannon Fire</h4></div><br />
{{Cannon Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Chryssalid Spawn"><h4 style="display: none">Chryssalid Spawn</h4></div><br />
{{Chryssalid Spawn (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]]</div><br />
<br />
<div id="Cluster Bomb"><h4 style="display: none">Cluster Bomb</h4></div><br />
{{Cluster Bomb (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Death Blossom"><h4 style="display: none">Death Blossom</h4></div><br />
{{Death Blossom (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Death Explosion"><h4 style="display: none">Death Explosion</h4></div><br />
{{Death Explosion (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]]</div><br />
<br />
<div id="Flight"><h4 style="display: none">Flight</h4></div><br />
{{Flight (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Greater Mind Merge"><h4 style="display: none">Greater Mind Merge</h4></div><br />
{{Greater Mind Merge (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<div id="Gunslinger"><h4 style="display: none">Gunslinger</h4></div><br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]</div><br />
<br />
<div id="Hardened"><h4 style="display: none">Hardened</h4></div><br />
{{Hardened (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Implant"><h4 style="display: none">Implant</h4></div><br />
{{Implant (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]</div><br />
<br />
<div id="Intimidate"><h4 style="display: none">Intimidate</h4></div><br />
{{Intimidate (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Launch"><h4 style="display: none">Launch</h4></div><br />
{{Launch (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]]</div><br />
<br />
<div id="Leap"><h4 style="display: none">Leap</h4></div><br />
{{Leap (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]</div><br />
<br />
<div id="Melee"><h4 style="display: none">Melee</h4></div><br />
{{Melee (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Overload"><h4 style="display: none">Overload</h4></div><br />
{{Overload (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]]</div><br />
<br />
<div id="Psi Drain"><h4 style="display: none">Psi Drain</h4></div><br />
{{Psi Drain (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Psi Shield"><h4 style="display: none">Psi Shield</h4></div><br />
{{Psi Shield (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]</div><br />
<br />
<div id="Robotic"><h4 style="display: none">Robotic</h4></div><br />
{{Robotic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Strangle"><h4 style="display: none">Strangle</h4></div><br />
{{Strangle (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]</div><br />
<br />
<div id="Stun Immune"><h4 style="display: none">Stun Immune</h4></div><br />
{{Stun Immune (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Unlimited Cloak"><h4 style="display: none">Unlimited Cloak</h4></div><br />
{{Unlimited Cloak (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]</div><br />
<br />
==Gene Mods==<br />
''(See also: [[Gene_Mods_%28Long_War%29|Gene Mods]])''<br />
<br />
<div id="Adaptive Bone Marrow"><h4 style="display: none">Adaptive Bone Marrow</h4></div><br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
<br />
<div id="Adrenal Neurosympathy"><h4 style="display: none">Adrenal Neurosympathy</h4></div><br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
<br />
<div id="Adrenaline Surge"><h4 style="display: none">Adrenaline Surge</h4></div><br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Note: EXALT only</div><br />
<br />
<div id="Bioelectric Skin"><h4 style='display: none'>Bioelectric Skin</h4></div><br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
<br />
<div id="Depth Perception"><h4 style='display: none'>Depth Perception</h4></div><br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
<br />
<div id="Hyper-Reactive Pupils"><h4 style='display: none'>Hyper-Reactive Pupils</h4></div><br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
<br />
<div id="Iron Skin"></div><h4 style='display: none'>Iron Skin</h4></div><br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
<br />
<div id="Muscle Fiber Density"><h4 style='display: none'>Muscle Fiber Density</h4></div><br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
<br />
<div id="Neural Damping"><h4 style='display: none'>Neural Damping</h4></div><br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
<br />
<div id="Regen Pheromones"><h4 style='display: none'>Regen Pheromones</h4></div><br />
{{Regen Pheromones (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Note: EXALT only</div><br />
<br />
<div id="Secondary Heart"><h4 style='display: none'>Secondary Heart</h4></div><br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
<br />
<div id="Smart Macrophages"><h4 style='display: none'>Smart Macrophages</h4></div><br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
==Officer Training==<br />
''(See also: [[Officers (Long War)|Officers]])''<br />
<br />
<div id="Band of Warriors"><h4 style='display: none'>Band of Warriors</h4></div><br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
<br />
<div id="Combined Arms"><h4 style='display: none'>Combined Arms</h4></div><br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
<br />
<div id="Command"><h4 style='display: none'>Command</h4></div><br />
{{Command (Long War) |align=left |text=1}}<br />
<br />
<div id="Esprit de Corps"><h4 style='display: none'>Esprit de Corps</h4></div><br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
<br />
<div id="Fortiores Una"><h4 style='display: none'>Fortiores Una</h4></div><br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
<br />
<div id="Into the Breach"><h4 style='display: none'>Into the Breach</h4></div><br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
<br />
<div id="Lead by Example"><h4 style='display: none'>Lead by Example</h4></div><br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
<br />
<div id="Legio Patria Nostra"><h4 style='display: none'>Legio Patria Nostra</h4></div><br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
<br />
<div id="Semper Vigilans"><h4 style='display: none'>Semper Vigilans</h4></div><br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
<br />
<div id="So Others May Live"><h4 style='display: none'>So Others May Live</h4></div><br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
<br />
<div id="So Shall You Fight"><h4 style='display: none'>So Shall You Fight</h4></div><br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
<br />
<div id="Stay Frosty"><h4 style='display: none'>Stay Frosty</h4></div><br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
<div id="Distortion Field"><h4 style="display:none;">Distortion Field</h4></div><br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
<br />
<div id="Mind Control"><h4 style='display: none'>Mind Control</h4></div><br />
{{Mind Control (Long War) |align=left |text=1}}<br />
<br />
<div id="Mind Merge"><h4 style='display: none'>Mind Merge</h4></div><br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
<br />
<div id="Mindfray"><h4 style='display: none'>Mindfray</h4></div><br />
{{Mindfray (Long War) |align=left |text=1}}<br />
<br />
<div id="Neural Feedback"><h4 style='display: none'>Neural Feedback</h4></div><br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
<br />
<div id="Psi Inspiration"><h4 style='display: none'>Psi Inspiration</h4></div><br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
<br />
<div id="Psi Panic"><h4 style='display: none'>Psi Panic</h4></div><br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
<br />
<div id="Psychokinetic Strike"><h4 style='display: none'>Psychokinetic Strike</h4></div><br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
<br />
<div id="Pyrokinesis"><h4 style='display: none'>Pyrokinesis</h4></div><br />
{{Pyrokinesis (Long War) |align=left |text=1}}<br />
<br />
<div id="Regen Biofield"><h4 style='display: none'>Regen Biofield</h4></div><br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
<br />
<div id="Rift"><h4 style='display: none'>Rift</h4></div><br />
{{Rift (Long War) |align=left |text=1}}<br />
<br />
<div id="Telekinetic Field"><h4 style='display: none'>Telekinetic Field</h4></div><br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
<br />
==Dev Commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression: currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons: This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades: This is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets: this is both HE and Shredder rockets. Damage increased is based on tech level in this case.<br />
<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=114718Abilities List (Long War)2023-07-12T17:58:20Z<p>Neverim: /* Normal Perks */</p>
<hr />
<div>{{Toc (Long War)|55}}<br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]].<br />
<br />
==Normal Perks==<br />
'''Available for'''<br />
<br />
There are listed XCOM soldier and MEC classes who can possibly obtain the ability, as well as aliens who '''ALL''' have it, at least from certain point (such as Sectoid/Thin Man's ''Low Profile''). Please do not add alien species if only leaders could have the ability.<br />
<br />
<br />
<div id="Absorption Fields"><h4 style="display: none">Absorption Fields</h4></div><br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Advanced Fire Control"><h4 style="display: none">Advanced Fire Control</h4></div><br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Aggression"><h4 style="display: none">Aggression</h4></div><br />
{{Aggression (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Automated Threat Assessment"><h4 style="display: none">Automated Threat Assessment</h4></div><br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: all MECs except Pathfinder, [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Battle Scanner"><h4 style="display: none">Battle Scanner</h4></div><br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Body Shield"><h4 style="display: none">Body Shield</h4></div><br />
{{Body Shield (Long War)|align=left |text=1}}<br />
<br />
<div id="Bombard"><h4 style="display: none">Bombard</h4></div><br />
{{Bombard (Long War)|align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]</div><br />
<br />
<div id="Bring Em On"><h4 style="display: none">Bring Em On</h4></div><br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Close Combat Specialist"><h4 style="display: none">Close Combat Specialist</h4></div><br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Close Encounters"><h4 style="display: none">Close Encounters</h4></div><br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Collateral Damage"><h4 style="display: none">Collateral Damage</h4></div><br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Combat Drugs"><h4 style="display: none">Combat Drugs</h4></div><br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Concealment"><h4 style="display: none">Concealment</h4></div><br />
{{Concealment (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]]</div><br />
<br />
<div id="Covering Fire"><h4 style="display: none">Covering Fire</h4></div><br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Goliath_(Long_War)|Goliath]]</div><br />
<br />
<div id="Damage Control"><h4 style="display: none">Damage Control</h4></div><br />
{{Damage Control (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]</div><br />
<br />
<div id="Damn Good Ground"><h4 style="display: none">Damn Good Ground</h4></div><br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Danger Zone"><h4 style="display: none">Danger Zone</h4></div><br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]]</div><br />
<br />
<div id="Deadeye"><h4 style="display: none">Deadeye</h4></div><br />
{{Deadeye (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Dense Smoke"><h4 style="display: none">Dense Smoke</h4></div><br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Disabling Shot"><h4 style="display: none">Disabling Shot</h4></div><br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Double Tap"><h4 style="display: none">Double Tap</h4></div><br />
{{Double Tap (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Executioner"><h4 style="display: none">Executioner</h4></div><br />
{{Executioner (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Extra Conditioning"><h4 style="display: none">Extra Conditioning</h4></div><br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Field Medic"><h4 style="display: none">Field Medic</h4></div><br />
{{Field Medic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Field Surgeon"><h4 style="display: none">Field Surgeon</h4></div><br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Fire in the Hole"><h4 style="display: none">Fire in the Hole</h4></div><br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Fire Rocket"><h4 style="display: none">Fire Rocket</h4></div><br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Flush"><h4 style="display: none">Flush</h4></div><br />
{{Flush (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Grenadier"><h4 style="display: none">Grenadier</h4></div><br />
{{Grenadier (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="HEAT Ammo"><h4 style="display: none">HEAT Ammo</h4></div><br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="HEAT Warheads"><h4 style="display: none">HEAT Warheads</h4></div><br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br>Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.</div><br />
<br />
<div id="Hit and Run"><h4 style="display: none">Hit and Run</h4></div><br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Holo-Targeting"><h4 style="display: none">Holo-Targeting</h4></div><br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="In the Zone"><h4 style="display: none">In the Zone</h4></div><br />
{{In The Zone (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]</div><br />
<br />
<div id="Javelin Rockets"><h4 style="display: none">Javelin Rockets</h4></div><br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Jetboot Module"><h4 style="display: none">Jetboot Module</h4></div><br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
<br />
<div id="Killer Instinct"><h4 style="display: none">Killer Instinct</h4></div><br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]]</div><br />
<br />
<div id="Light Em Up"><h4 style="display: none">Light Em Up</h4></div><br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]</div><br />
<br />
<div id="Lightning Reflexes"><h4 style="display: none">Lightning Reflexes</h4></div><br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Lock N Load"><h4 style="display: none">Lock N Load</h4></div><br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Lone_wolf"><h4 style="display: none">Lone wolf</h4></div><br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Low Profile"><h4 style="display: none">Low Profile</h4></div><br />
{{Low Profile (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Mayhem"><h4 style="display: none">Mayhem</h4></div><br />
{{Mayhem (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="One for All"><h4 style="display: none">One for All</h4></div><br />
{{One For All (Long War) |align=left |text=1}}<br />
<br />
<div id="Opportunist"><h4 style="display: none">Opportunist</h4></div><br />
{{Opportunist (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]],[[Gunner_(Long_War)|Gunner]],[[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Packmaster"><h4 style="display: none">Packmaster</h4></div><br />
{{Packmaster (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Paramedic"><h4 style="display: none">Paramedic</h4></div><br />
{{Paramedic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Platform Stability"><h4 style="display: none">Platform Stability</h4></div><br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Precision Shot"><h4 style="display: none">Precision Shot</h4></div><br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Ranger"><h4 style="display: none">Ranger</h4></div><br />
{{Ranger (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: all soldiers and MECs except Medic</div><br />
<br />
<div id="Rapid Fire"><h4 style="display: none">Rapid Fire</h4></div><br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Rapid Reaction"><h4 style="display: none">Rapid Reaction</h4></div><br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]</div><br />
<br />
<div id="Reactive Targeting Sensors"><h4 style="display: none">Reactive Targeting Sensors</h4></div><br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Ready for Anything"><h4 style="display: none">Ready for Anything</h4></div><br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Repair"><h4 style="display: none">Repair</h4></div><br />
{{Repair (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]</div><br />
<br />
<div id="Repair Servos"><h4 style="display: none">Repair Servos</h4></div><br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]</div><br />
<br />
<div id="Resilience"><h4 style="display: none">Resilience</h4></div><br />
{{Resilience (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]</div><br />
<br />
<div id="Revive"><h4 style="display: none">Revive</h4></div><br />
{{Revive (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Run and Gun"><h4 style="display: none">Run and Gun</h4></div><br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]</div><br />
<br />
<div id="Sapper"><h4 style="display: none">Sapper</h4></div><br />
{{Sapper (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Savior"><h4 style="display: none">Savior</h4></div><br />
{{Savior (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Sentinel"><h4 style="display: none">Sentinel</h4></div><br />
{{Sentinel (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Sharpshooter"><h4 style="display: none">Sharpshooter</h4></div><br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Shock Absorbent Armor"><h4 style="display: none">Shock Absorbent Armor</h4></div><br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Shock and Awe"><h4 style="display: none">Shock and Awe</h4></div><br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Shredder Ammo"><h4 style="display: none">Shredder Ammo</h4></div><br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Smoke and Mirrors"><h4 style="display: none">Smoke and Mirrors</h4></div><br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Smoke Grenade"><h4 style="display: none">Smoke Grenade</h4></div><br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Snapshot"><h4 style="display: none">Snapshot</h4></div><br />
{{Snapshot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Sprinter"><h4 style="display: none">Sprinter</h4></div><br />
{{Sprinter (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Squadsight"><h4 style="display: none">Squadsight</h4></div><br />
{{Squadsight (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Steadfast"><h4 style="display: none">Steadfast</h4></div><br />
{{Steadfast (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Suppression"><h4 style="display: none">Suppression</h4></div><br />
{{Suppression (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]], [[Alien_Life_Forms_(Long_War)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<div id="Tactical Sense"><h4 style="display: none">Tactical Sense</h4></div><br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]</div><br />
<br />
<div id="Tandem Warheads"><h4 style="display: none">Tandem Warheads</h4></div><br />
{{Tandem Warheads (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Vital Point Targeting"><h4 style="display: none">Vital Point Targeting</h4></div><br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]] except Shogun</div><br />
<br />
<div id="Will to Survive"><h4 style="display: none">Will to Survive</h4></div><br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
==Alien Only Perks==<br />
<div id="Acidic"><h4 style="display: none">Acidic</h4></div><br />
{{Acidic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]</div><br />
<br />
<div id="Acid Spit"><h4 style="display: none">Acid Spit</h4></div><br />
{{Acid Spit (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]</div><br />
<br />
<div id="Alien Grenade"><h4 style="display: none">Alien Grenade</h4></div><br />
{{Alien Grenade (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Bull Rush"><h4 style="display: none">Bull Rush</h4></div><br />
{{Bull Rush (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Bloodlust"><h4 style="display: none">Bloodlust</h4></div><br />
{{Bloodlust (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Blood Call"><h4 style="display: none">Blood Call</h4></div><br />
{{Blood Call (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]]</div><br />
<br />
<div id="Cannon Fire"><h4 style="display: none">Cannon Fire</h4></div><br />
{{Cannon Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Chryssalid Spawn"><h4 style="display: none">Chryssalid Spawn</h4></div><br />
{{Chryssalid Spawn (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]]</div><br />
<br />
<div id="Cluster Bomb"><h4 style="display: none">Cluster Bomb</h4></div><br />
{{Cluster Bomb (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Death Blossom"><h4 style="display: none">Death Blossom</h4></div><br />
{{Death Blossom (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Death Explosion"><h4 style="display: none">Death Explosion</h4></div><br />
{{Death Explosion (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]]</div><br />
<br />
<div id="Flight"><h4 style="display: none">Flight</h4></div><br />
{{Flight (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Greater Mind Merge"><h4 style="display: none">Greater Mind Merge</h4></div><br />
{{Greater Mind Merge (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<div id="Gunslinger"><h4 style="display: none">Gunslinger</h4></div><br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]</div><br />
<br />
<div id="Hardened"><h4 style="display: none">Hardened</h4></div><br />
{{Hardened (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Implant"><h4 style="display: none">Implant</h4></div><br />
{{Implant (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]</div><br />
<br />
<div id="Intimidate"><h4 style="display: none">Intimidate</h4></div><br />
{{Intimidate (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Launch"><h4 style="display: none">Launch</h4></div><br />
{{Launch (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]]</div><br />
<br />
<div id="Leap"><h4 style="display: none">Leap</h4></div><br />
{{Leap (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]</div><br />
<br />
<div id="Melee"><h4 style="display: none">Melee</h4></div><br />
{{Melee (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Overload"><h4 style="display: none">Overload</h4></div><br />
{{Overload (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]]</div><br />
<br />
<div id="Psi Drain"><h4 style="display: none">Psi Drain</h4></div><br />
{{Psi Drain (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Psi Shield"><h4 style="display: none">Psi Shield</h4></div><br />
{{Psi Shield (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]</div><br />
<br />
<div id="Robotic"><h4 style="display: none">Robotic</h4></div><br />
{{Robotic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Strangle"><h4 style="display: none">Strangle</h4></div><br />
{{Strangle (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]</div><br />
<br />
<div id="Stun Immune"><h4 style="display: none">Stun Immune</h4></div><br />
{{Stun Immune (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Unlimited Cloak"><h4 style="display: none">Unlimited Cloak</h4></div><br />
{{Unlimited Cloak (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]</div><br />
<br />
==Gene Mods==<br />
''(See also: [[Gene_Mods_%28Long_War%29|Gene Mods]])''<br />
<br />
<div id="Adaptive Bone Marrow"><h4 style="display: none">Adaptive Bone Marrow</h4></div><br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
<br />
<div id="Adrenal Neurosympathy"><h4 style="display: none">Adrenal Neurosympathy</h4></div><br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
<br />
<div id="Adrenaline Surge"><h4 style="display: none">Adrenaline Surge</h4></div><br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Note: EXALT only</div><br />
<br />
<div id="Bioelectric Skin"><h4 style='display: none'>Bioelectric Skin</h4></div><br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
<br />
<div id="Depth Perception"><h4 style='display: none'>Depth Perception</h4></div><br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
<br />
<div id="Hyper-Reactive Pupils"><h4 style='display: none'>Hyper-Reactive Pupils</h4></div><br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
<br />
<div id="Iron Skin"></div><h4 style='display: none'>Iron Skin</h4></div><br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
<br />
<div id="Muscle Fiber Density"><h4 style='display: none'>Muscle Fiber Density</h4></div><br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
<br />
<div id="Neural Damping"><h4 style='display: none'>Neural Damping</h4></div><br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
<br />
<div id="Regen Pheromones"><h4 style='display: none'>Regen Pheromones</h4></div><br />
{{Regen Pheromones (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Note: EXALT only</div><br />
<br />
<div id="Secondary Heart"><h4 style='display: none'>Secondary Heart</h4></div><br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
<br />
<div id="Smart Macrophages"><h4 style='display: none'>Smart Macrophages</h4></div><br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
==Officer Training==<br />
''(See also: [[Officers (Long War)|Officers]])''<br />
<br />
<div id="Band of Warriors"><h4 style='display: none'>Band of Warriors</h4></div><br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
<br />
<div id="Combined Arms"><h4 style='display: none'>Combined Arms</h4></div><br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
<br />
<div id="Command"><h4 style='display: none'>Command</h4></div><br />
{{Command (Long War) |align=left |text=1}}<br />
<br />
<div id="Esprit de Corps"><h4 style='display: none'>Esprit de Corps</h4></div><br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
<br />
<div id="Fortiores Una"><h4 style='display: none'>Fortiores Una</h4></div><br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
<br />
<div id="Into the Breach"><h4 style='display: none'>Into the Breach</h4></div><br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
<br />
<div id="Lead by Example"><h4 style='display: none'>Lead by Example</h4></div><br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
<br />
<div id="Legio Patria Nostra"><h4 style='display: none'>Legio Patria Nostra</h4></div><br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
<br />
<div id="Semper Vigilans"><h4 style='display: none'>Semper Vigilans</h4></div><br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
<br />
<div id="So Others May Live"><h4 style='display: none'>So Others May Live</h4></div><br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
<br />
<div id="So Shall You Fight"><h4 style='display: none'>So Shall You Fight</h4></div><br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
<br />
<div id="Stay Frosty"><h4 style='display: none'>Stay Frosty</h4></div><br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
<div id="Distortion Field"><h4 style="display:none;">Distortion Field</h4></div><br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
<br />
<div id="Mind Control"><h4 style='display: none'>Mind Control</h4></div><br />
{{Mind Control (Long War) |align=left |text=1}}<br />
<br />
<div id="Mind Merge"><h4 style='display: none'>Mind Merge</h4></div><br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
<br />
<div id="Mindfray"><h4 style='display: none'>Mindfray</h4></div><br />
{{Mindfray (Long War) |align=left |text=1}}<br />
<br />
<div id="Neural Feedback"><h4 style='display: none'>Neural Feedback</h4></div><br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
<br />
<div id="Psi Inspiration"><h4 style='display: none'>Psi Inspiration</h4></div><br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
<br />
<div id="Psi Panic"><h4 style='display: none'>Psi Panic</h4></div><br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
<br />
<div id="Psychokinetic Strike"><h4 style='display: none'>Psychokinetic Strike</h4></div><br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
<br />
<div id="Pyrokinesis"><h4 style='display: none'>Pyrokinesis</h4></div><br />
{{Pyrokinesis (Long War) |align=left |text=1}}<br />
<br />
<div id="Regen Biofield"><h4 style='display: none'>Regen Biofield</h4></div><br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
<br />
<div id="Rift"><h4 style='display: none'>Rift</h4></div><br />
{{Rift (Long War) |align=left |text=1}}<br />
<br />
<div id="Telekinetic Field"><h4 style='display: none'>Telekinetic Field</h4></div><br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
<br />
==Dev Commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression: currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons: This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades: This is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets: this is both HE and Shredder rockets. Damage increased is based on tech level in this case.<br />
<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Talk:Air_Combat_(Long_War)&diff=113725Talk:Air Combat (Long War)2023-03-08T07:25:07Z<p>Neverim: /* Errors and bags */ new section</p>
<hr />
<div>I just started on Normal, so some conjecture. With the XP thing, I don't think it'd be accurate to make a damage table like I did for vanilla. Scouts still seem to fall to two Avalanch hits-- and yeah, did just have one Interceptor managed to luck out and take out the second Scout-- after about 10-15 reloads. Notes so far: Normal: +4 aim per kill. Same for all difficulties? All weapons? "Transferrable" (ie; +4 to craft base stat, not weapon stat)? Will test when regular sucess more reliable, more weapons accuired. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 05:14, 10 June 2014 (EDT)<br />
<br />
More notes, feel free to add more as you progress: --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 01:13, 14 June 2014 (EDT)<br />
*UFO: Raider, Medium. Graphic: large Scout.<br />
*Weapons can "crit". Witnessed: Small Scout surviving 3 Avalanche missile hits, and also falling to two. Raider suriviving 4 missiles, reloading, then falling to 3. Raven going to 50% health after 1 hit.<br />
*"<Country> (High)" UFO designation: faster, spends less time on map, shorter interception time. Higher defense/crit resistance?<br />
<br />
== UFO DOA bounty ==<br />
<br />
Couldn't find anything in the files I looked at, but been trying to figure out the cash bounty for each type of UFO if it's destroyed (and if difficulty changes reward or not). Wanted to know if anyone else has found that info, so I don't waste any more time trying to figure it out the hard way... --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 03:38, 11 December 2014 (EST)<br />
<br />
== Errors and bags ==<br />
<br />
Ошибка создания миниатюры(Thumbnail creation error): /bin/bash: warning: setlocale: LC_ALL: cannot change locale (en_US.utf8) /bin/bash: line 1: /usr/local/bin/convert: No such file or directory Error code: 127<br />
<br />
Что приводит к нарушению верстки(What leads to problems) http://joxi.ru/eAO4kwvCGw0zbr</div>Neverimhttps://www.ufopaedia.org/index.php?title=Equipment_(Long_War)&diff=108025Equipment (Long War)2022-05-22T09:25:49Z<p>Neverim: /* Explosives */ add llink</p>
<hr />
<div>[[File: Soldiers_Equipment_Long_War.png|left|224px|]]<br />
{{Toc (Long War)|30}}<br />
<br />
In Long War, all regular soldiers have 2 '''equipment''' slots from the start of the game. The [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] Foundry project increases this to 3 slots. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game [[Armor (Long War)|armors]] (Tac Vest, Tac Armor, Kestrel Armor, Phalanx Armor and Aurora), but this bonus does not stack with the bonus from the ''Tactical Rigging'' [[Foundry_(Long_War)|Foundry project]].<br />
<br />
Long War added a lot of items for abilities that were previously only available as a perk, such as Battle Scanners. Most of these are also still available as a perk, though generally the perk provides additional bonuses now.<br />
<br />
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the ''Alien Grenades'' Foundry project.<br />
<br />
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.<br />
<br />
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 1, and thus provides a -1 movement penalty, though some items weigh two, while a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as ''Packmaster'', ''Grenadier'' and ''Smoke and Mirrors'' do not increase the weight and do not provide additional movement penalties.<br />
<br />
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.<br />
<br />
A lot of items have an effect that lasts for one or more turns. All turns last until the start of the player's turn. Thus, an item that lasts for 1 turn and is activated during the player's turn, remains in effect for the remainder of that player's turn and the following Alien's turn. An item that lasts for 2 turns and is activated during the Aliens' turn, remains in effect for the remainder of that Aliens' turn, the following player's turn, and the following Aliens' turn.<br />
<br />
==Soldier equipment==<br />
===Protective gear===<br />
In Long War, the aliens are even more deadly than in vanilla. Fortunately, you have access to a few protective items that can be worn in addition to regular armor, to provide a little more survivability. Note that Ceramic, Alloy and Chitin Plating can't stack with one another, and that none of these items can be equipped more than once.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Damage reduction (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (Long War)#Protective gear|Ceramic Plating]]<br />'''[[Equipment (Long War)#Protective gear|Ceramic Plating]]'''||All soldiers||-1||+1|| || || || ||Can't stack with Alloy or Chitin Plating||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Alloy Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Alloy Plating]]<br />'''[[Equipment (Long War)#Protective gear|Alloy Plating]]'''||All soldiers||-1||+2|| || || || ||Can't stack with Ceramic or Chitin Plating||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Chittin Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Chitin Plating]]<br />'''[[Equipment (Long War)#Protective gear|Chitin Plating]]'''||All soldiers||-2||+3|| || || || ||Reduces melee damage by 40%<br />Prevents strangulation<br />Can't stack with Ceramic or Alloy Plating||[[Research (Long War)#Alien Autopsies|Chryssalid Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)||10 [[Alien Artifacts (Long War)#Aliens|Chryssalid Carcasses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32<br />
|-align="center"<br />
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (Long War)#Protective gear|Reinforced Armor]]<br />'''[[Equipment (Long War)#Protective gear|Reinforced Armor]]'''||All soldiers||-2||+1||1.0||-6|| || || ||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|14<br />(21)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28<br />
|-align="center"<br />
|[[File:Psi Screen Long War.png|128px|link=Equipment (Long War)#Protective gear|Psi Screen]]<br />'''[[Equipment (Long War)#Protective gear|Psi Screen]]'''||Psionic soldiers||-1|| ||1.0|| ||-12|| || ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(18)||1 [[Alien Artifacts (Long War)#Aliens|Mechtoid Core]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||26<br />
|-align="center"<br />
|[[File:Impact Vest Long War.png|128px|link=Equipment (Long War)#Protective gear|Impact Vest]]<br />'''[[Equipment (Long War)#Protective gear|Impact Vest]]'''||Assaults||-1||+1|| || || ||{{ Shock Absorbent Armor (Long War) }}|| ||[[Research (Long War)#Armor, MECs, and SHIVs|Mobile Power Armor]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|18<br />(27)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (Long War)#Protective gear|Chameleon Suit]]<br />'''[[Equipment (Long War)#Protective gear|Chameleon Suit]]'''||Scouts||-1|| || ||+4|| || ||Improves the Lightning Reflexes perk:<br />Reduces hit chance of the first reaction shot by 95% instead of 90%<br />Reduces hit chance of further reaction shots by 85% instead of 70%<br />Grants immunity to critical hits from overwatch fire||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||26<br />
|}<br />
<br />
===Miscellaneous gear===<br />
In addition to the items above that mostly protect against physical attacks, there are also a few items that protect your soldiers against panic and psychic attack, as well as items that help your soldiers with their mobility or experience. Note that none of these items can be equipped more than once.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Alien Trophy Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Alien Trophy]]'''||All soldiers<br />MEC troopers||-1|| || ||{{ Steadfast (Long War) }}|| ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Respirator Implant Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Respirator Implant]]'''||All soldiers|| ||+1|| || ||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Prevents death on the first drop to 0 health per mission<br />Increases bleed timeout by 2 turns, and reveals the timer||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Walker Servos Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Walker Servos]]'''||All soldiers||+2|| || || || ||[[Research (Long War)#Armor, MECs, and SHIVs|Advanced Power Armor]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|4<br />(6)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32<br />
|-align="center"<br />
|[[File:Fuel Cell Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Fuel Cell]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Fuel Cell]]'''||All soldiers<br />SHIV units||-2|| || || ||Increases flight fuel by 6<br />Double fuel with the ''Advanced Flight'' Foundry project||[[Research (Long War)#Armor, MECs, and SHIVs|Antigrav Systems]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|24<br />(36)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Mind Shield Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Mind Shield]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Mind Shield]]'''||Psionic soldiers||-1|| ||+25||{{ Steadfast (Long War) }}||Prevents strangulation||[[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(17)||5 [[Alien Artifacts (Long War)#Aliens|Sectoid Commander Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||80<br />
|-align="center"<br />
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]'''||All soldiers<br />MEC troopers||-1|| ||+5|| ||Increases XP gained by 20%||colspan="8"|Looted from the Exalt headquarters||200<br />
|-align="center"<br />
|[[File:Neuroregulator Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||-1|| ||+10|| ||Increases Psi XP gained by 50%||colspan="8"|Looted from the Exalt headquarters||200<br />
|}<br />
<br />
===Weapon attachments===<br />
In Long War, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons' accuracy. With the exception of Rockets, these items apply their bonus to primary weapons only. Note that SCOPEs, Neural Gunlinks and Illuminator Gunsights can't stack with one another, and that none of these items can be equipped more than once.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Laser Sight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (Long War)#Weapon attachments|Laser Sight]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||+4|| || ||+4 crit chance with [[Foundry (Long War)#General Equipment Upgrades|SCOPE Upgrade]] (Foundry project)||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Targeting Module Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Targeting Module]]<br />'''[[Equipment (Long War)#Weapon attachments|Targeting Module]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| || ||+8|| ||+1.5 crit damage||[[Research (Long War)#Xenology|Xenobiology]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20||<br />
|-align="center"<br />
|[[File:SCOPE Long War.png|128px|link=Equipment (Long War)#Weapon attachments|SCOPE]]<br />'''[[Equipment (Long War)#Weapon attachments|SCOPE]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||+8|| || ||+8 crit chance with [[Foundry (Long War)#General Equipment Upgrades|SCOPE Upgrade]] (Foundry project)<br><br>Can't stack with Neural Gunlink or Illuminator Gunsight||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||[[Foundry (Long War)#General Equipment Upgrades|SCOPE Upgrade]] (1)<br><br>[[Equipment (Long War)#Weapon attachments|Neural Gunlink]] (1)<br />
|-align="center"<br />
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Neural Gunlink]]<br />'''[[Equipment (Long War)#Weapon attachments|Neural Gunlink]]'''||Psionic soldiers||-1||-12||+12||+12|| ||Can't stack with SCOPE or Illuminator Gunsight||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(18)||1 [[Equipment (Long War)#Weapon attachments|SCOPE]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||<br />
|-align="center"<br />
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]<br />'''[[Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]'''||All soldiers||-1|| ||+12||+12||{{ Executioner (Long War) }}||Can't stack with SCOPE or Neural Gunlink||colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus||200||<br />
|-align="center"<br />
|[[File:Marksman Scope Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Marksman's Scope]]<br />'''[[Equipment (Long War)#Weapon attachments|Marksman's Scope]]'''||Scouts||-1|| || || ||{{ Squadsight (Long War) }}||Only affects [[Primary Weapons (Long War)#Marksman Rifles|Marksman Rifles]]||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12||<br />
|-align="center"<br />
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (Long War)#Weapon attachments|Alloy Bipod]]'''||Snipers|| || ||+6||+6|| || ||[[Research (Long War)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||10||<br />
|}<br />
<br />
===Special ammunition===<br />
In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. Unlike weapon attachments, special ammunition only applies to your primary weapon, and most special ammunition only works with specific weapon types. Note that Hi Cap and Drum Mags can't stack with one another, that Shredder, Armor Piercing and Flak Ammo can't stack with one another, and that none of these items can be equipped more than once.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Hi Cap Mags]]<br />'''[[Equipment (Long War)#Special ammunition|Hi Cap Mags]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon gains +1 ammo<br />Can't stack with Drum Mags||colspan="7"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Drum Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Drum Mags]]<br />'''[[Equipment (Long War)#Special ammunition|Drum Mags]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-2||-4||Primary weapon gains +2 ammo<br />Only affects [[Primary Weapons (Long War)#Carbines|Carbines]], [[Primary Weapons (Long War)#Assault Rifles|Assault Rifles]] and [[Primary Weapons (Long War)#Battle Rifles|Battle Rifles]]<br />Can't stack with Hi Cap Mags||colspan="7"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Breaching Ammo]]'''||Assaults||-1|| ||Negates more effective target DR from [[Primary Weapons (Long War)#Shotguns|Shotguns]]<br />Does not affect [[Secondary Weapons (Long War)#Sawed-off Shotgun|Sawed-off Shotgun]]||[[Research (Long War)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Shredder Ammo.png|128px|link=Equipment (Long War)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Shredder Ammo]]'''||Assaults<br />Engineers||-1|| ||Primary weapon applies the Shredded effect on hits:<br />Target receives 50% more damage for 2 turns<br />Can't stack with Armor Piercing or Flak Ammo||[[Research (Long War)#Materials and Aerospace|Alien Materials]]<br>[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]'''||Engineers<br />Gunners<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon ignores 2 of target DR<br />Does not affect [[Primary Weapons (Long War)#Shotguns|Shotguns]]<br />Can't stack with Shredder or Flak Ammo||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Flak Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Flak Ammo]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon and rockets gain +20% damage to flying units<br />Collateral Damage gains +20% damage and can target flying units<br />Bonus damage is at least +2 and applies after DR is applied<br />Can't stack with Shredder or Armor Piercing Ammo||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||24<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon and rockets gain +1 damage<br />Only affects Ballistic and Gauss weapons||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8<br />
|-align="center"<br />
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon gains +1 damage<br />Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Reaper Pack]]<br />'''[[Equipment (Long War)#Special ammunition|Reaper Pack]]'''||All soldiers||-1|| ||Primary weapon gains +16 crit chance<br />Primary weapon's range penalty is doubled<br />Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (Long War)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (Long War)#Special ammunition|Plasma Stellerator]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon gains +1 damage<br />Only affects Plasma weapons||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||50<br />
|}<br />
<br />
===Explosives===<br />
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. Keep in mind that in Long War, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.<br />
<br />
Even though Engineers can pick the Fire Rocket perk, they cannot equip these additional rockets, restricting them to the single rocket that's provided by the perk. Rocketeers can only pick up either rocket once, but they can pick up both rockets, though it could be wise to reserve one slot for an aim boosting item.<br />
<br />
While not as much as rockets, grenades have also received a bit of an overhaul, and the Engineering class has several perks dedicated to lobbing explosive grenades. They still always hit their target, making them more reliable than rockets, especially in the early game, though they can't keep up with range and damage output. Note that soldiers can pick up the same type of grenade more than once.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!{{Item name (Long War)}}!!{{Usable by (Long War)}}!!{{Mobility bonus (Long War)}}!!{{Weapon damage (Long War)}}!!{{Weapon range (Long War)}}!!{{Blast radius (Long War)}}!!{{Special properties (Long War)}}!!{{Item source (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Rocket]]<br />'''[[Equipment (Long War)#Explosives|Rocket]]'''||Rocketeers||-2|| || || ||Provides an extra regular rocket||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Shredder Rocket]]<br />'''[[Equipment (Long War)#Explosives|Shredder Rocket]]'''||Rocketeers||-2|| || || ||Provides an extra shredder rocket||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:AP Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|AP Grenade]]<br />'''[[Equipment (Long War)#Explosives|AP Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|2-6<br />(4)||15||5.6||Can be equipped multiple times per soldier<br />Units with cover towards the center are unaffected<br />+50% damage with the ''Alien Grenades'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:HE Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|HE Grenade]]<br />'''[[Equipment (Long War)#Explosives|HE Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|1-5<br />(3)||15||5.6||Can be equipped multiple times per soldier<br />Effective at destroying cover<br />+40% radius with the ''Alien Grenades'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:Alien Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|Alien Grenade]]<br />'''[[Equipment (Long War)#Explosives|Alien Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|3-7<br />(5)||15||5.6||Can be equipped multiple times per soldier<br />Effective at destroying cover<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||The [[Foundry (Long War)#General Weapon Upgrades|Alien Grenades]] Foundry project provides an unlimited supply<br />
|}<br />
<br />
===Support grenades===<br />
Like explosive grenades, support grenades have also received a few more perks to enhance them, and while the Grenadier perk doesn't increase the number of support grenades carried, its range bonus does affect both explosive and support grenades. While Battle Scanners and Mimic Beacons aren't called grenades, they are affected by these perks, and are thus included here. Note that soldiers can pick up the same type of grenade more than once. To keep the table size a bit practical, the effects of Disorient, Smoke and Acid are described here instead:<br />
<br />
Disorient: Units that are Disoriented immediately cancel Overwatch and Suppression. In addition, their mobility is reduced by 40%, they receive a -50 penalty to aim, and the range of their explosives and thrown devices is severely reduced.<br />
<br />
Smoke: Units that are covered by Smoke gain a +20 bonus to defense. In addition, these units do not suffer the increased critical chance when fired at when exposed or flanked, though they are still considered exposed or flanked for the purpose of perks.<br />
<br />
Acid: Acid lasts for 2 to 4 turns and deals 1 damage per action other than Hunker Down or ending the soldier's turn. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50% (if their damage reduction is less than 6, it's reduced by 3, to a minimum of 0), they receive a -20 penalty to aim and the range of their explosives and thrown devices is severely reduced. Zombies, robotic units and units that have a Respirator Implant or Medikit equipped negate the damage and penalty to mobility.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Flashbang Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Flashbang Grenade]]'''||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Does not affect allies, Sectoid Commanders, Ethereals or robotic units<br />Can't stack with Psi Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Smoke Grenade]]'''||All soldiers||-1|| ||15||5.6||Can be equipped multiple times per soldier<br />Spawns a smoke cloud at the target location for 2 turns<br />Provides concealment for all units within the cloud<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Battle Scanner Long War.png|128px|link=Equipment (Long War)#Support grenades|Battle Scanner]]<br />'''[[Equipment (Long War)#Support grenades|Battle Scanner]]'''||Engineers<br />Scouts||-1|| ||27||30.0||Can be equipped multiple times per soldier<br />Spawns a scanner at the target location for 2 turns<br />Reveals the area, including stealthed units within the area<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Chem Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Chem Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Chem Grenade]]'''||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier<br />Spawns a chemical cloud at the target location for 2 turns<br />Applies acid to all units within the cloud or entering the cloud<br />Does not affect Thin Men or Chryssalids<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (Long War)#Aliens|Thin Man Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48<br />
|-align="center"<br />
|[[File:Psi Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Psi Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Psi Grenade]]'''||Psionic soldiers||-1||-2||15||6.4||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Does not affect allies, Sectoid Commanders, Ethereals or robotic units<br />Can't stack with Flashbang Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(4)||1 [[Alien Artifacts (Long War)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (Long War)#Support grenades|Mimic Beacon]]<br />'''[[Equipment (Long War)#Support grenades|Mimic Beacon]]'''||Psionic soldiers||-1||-10||27||28.8||Can be equipped multiple times per soldier<br />Spawns a beacon at the target location for 2 turns<br />Aliens must succeed a will check or move towards the beacon<br />The will check's difficulty scales with the throwing soldier's will<br />Does not affect allies, Exalt or robotic units<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Research (Long War)#Xenology|Alien Communications]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|25<br />(30)||1 [[Alien Artifacts (Long War)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60<br />
|}<br />
<br />
===Utility devices===<br />
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges. Thus, these items grant the most varied effects. Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Medkit Long War.png|128px|link=Equipment (Long War)#Utility devices|Medikit]]<br />'''[[Equipment (Long War)#Utility devices|Medikit]]'''||All soldiers||-1|| ||3|| ||Can be equipped multiple times per soldier<br />Prevents mobility penalty and damage from acid when equipped<br />Can be used on self or nearby soldier to remove acid and heal 3 hp<br />Alternatively, it can be used to stabilize a critically wounded soldier<br />Doubles healing with the ''Improved Medikit'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Field Medic perk||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Motion Tracker Long War.png|128px|link=Equipment (Long War)#Utility devices|Motion Tracker]]<br />'''[[Equipment (Long War)#Utility devices|Motion Tracker]]'''||All soldiers<br />SHIV units||-1|| || ||35.0||3 charges. When used, displays a radar with color signals:<br />* Blue: Friendly units<br />* White: Human civilians<br />* Red: Aliens and gene modded Exalt<br />* Yellow: Meld canisters<br />* Green: Bombs and power nodes<br />Covert operatives also see hackable radar arrays as Green<br />+1 charge with the Packmaster perk|| ||10||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8||<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|link=Equipment (Long War)#Utility devices|Arc Thrower]]<br />'''[[Equipment (Long War)#Utility devices|Arc Thrower]]'''||All soldiers||-2|| ||5|| ||Can be equipped multiple times per soldier<br />Can be used to repair SHIVS and MECs with the ''Field Repairs'' Foundry project<br />Can be used to stun enemies, to capture them and their weapons<br />Chance of success is 54/48/42/29% on targets with 1/2/3/4+ hp<br />Increased chance with the ''Improved Arc Thrower'' Foundry project:<br />57/54/48/42/29% on targets with 3-/4/5/6/7+ hp<br />Does not affect Chryssalids, Zombies or robotic units<br />+1 charge with the Packmaster perk<br />+2 charges with the Repair perk||[[Research (Long War)#Xenology|Xenoneurology]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||40||[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]] (1)<br />
|-align="center"<br />
|[[File:Combat Stims Long War.png|128px|link=Equipment (Long War)#Utility devices|Combat Stims]]<br />'''[[Equipment (Long War)#Utility devices|Combat Stims]]'''||All soldiers||-1|| || || ||Gain [[Abilities List (Long War)#Adrenaline Surge|Adrenaline Surge]] (+10 aim, +10 crit chance) when equipped<br />Can be used on self to become Stimmed for 2 turns:<br />Increases mobility (+4), reduces damage received by 40%,<br />and grants immunity to crits while in cover and not flanked||[[Research (Long War)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (Long War)#Aliens|Berserker Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48||<br />
|-align="center"<br />
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (Long War)#Utility devices|Shadow Device]]<br />'''[[Equipment (Long War)#Utility devices|Shadow Device]]'''||Psionic soldiers||-1||-10||15||4.0||Stealths friendly units within the area of effect for 1 turn<br />Attacks gain a solid bonus to crit chance, but break stealth<br />Does not affect enemies, panicked units or units with the Concealment perk||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (Long War)#Aliens|Seeker Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60||<br />
|}<br />
<br />
==MEC and SHIV equipment==<br />
===MEC equipment===<br />
One of the main features of Long War is the versatility of mechanized units. Not only do you have eight different classes of MEC troopers at your disposal, you also have the option to fully kit them with items that can supplement or completely change their role on the battlefield. Note that none of these items can be equipped more than once, but MEC troopers can also equip several of the items listed above for regular soldiers.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Holo Targeter Long War.png|128px|link=Equipment (Long War)#MEC equipment|Holo-Targeter]]<br />'''[[Equipment (Long War)#MEC equipment|Holo-Targeter]]'''||MEC troopers<br />SHIV units||-1|| || ||+4|| ||{{ Holo-Targeting (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Drone Autopsy]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Core Armoring Long War.png|128px|link=Equipment (Long War)#MEC equipment|Core Armoring]]<br />'''[[Equipment (Long War)#MEC equipment|Core Armoring]]'''||MEC troopers<br />SHIV units||-1||+2|| || || ||{{ Resilience (Long War) }}|| ||[[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]'''||MEC troopers<br />SHIV units||-2||+4|| || || || || ||[[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||28<br />
|-align="center"<br />
|[[File:Battle Computer Long War.png|128px|link=Equipment (Long War)#MEC equipment|Battle Computer]]<br />'''[[Equipment (Long War)#MEC equipment|Battle Computer]]'''||MEC troopers<br />SHIV units||-1|| ||+8||+8||+8|| || ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(38)||1 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||100<br />
|-align="center"<br />
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (Long War)#MEC equipment|Tactical Sensors]]<br />'''[[Equipment (Long War)#MEC equipment|Tactical Sensors]]'''||MEC troopers||-1|| || || || ||{{ Tactical Sense (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(13)||1 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (Long War)#MEC equipment|Incinerator Module]]<br />'''[[Equipment (Long War)#MEC equipment|Incinerator Module]]'''||MEC troopers||-1|| || || || || ||Increases [[Secondary Weapons (Long_War)#MEC secondary weapons|Flamethrower]] damage by 3||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|Jellied Elerium]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:The Thumper Long War.png|128px|link=Equipment (Long War)#MEC equipment|The Thumper]]<br />'''[[Equipment (Long War)#MEC equipment|The Thumper]]'''||MEC troopers||-1|| || || || || ||Increases [[Secondary Weapons (Long_War)#MEC secondary weapons|Kinetic Strike Module]] damage by 3||[[Research (Long War)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28<br />
|}<br />
<br />
===SHIV modules===<br />
While SHIVs cannot go up in rank, and thus cannot earn any perks, they can equip a varied amount of modules that grant different perks, allowing them to fill in for whichever role you need them to. Note that none of these items can be equipped more than once, but SHIV units can also equip several of the items listed above for regular soldiers and MEC troopers.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (Long War)#SHIV modules|HEAT Ammo]]<br />'''[[Equipment (Long War)#SHIV modules|HEAT Ammo]]'''||SHIV units||-1|| ||{{ HEAT Ammo (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Autoloader Long War.png|128px|link=Equipment (Long War)#SHIV modules|Advanced Suppression Module]]<br />'''[[Equipment (Long War)#SHIV modules|Advanced Suppression Module]]'''||SHIV units||-1|| ||{{ Danger Zone (Long War) }}|| ||[[Foundry (Long War)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]<br />'''[[Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]'''||SHIV units||-1|| ||{{ Advanced Fire Control (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Smartshell Pod]]<br />'''[[Equipment (Long War)#SHIV modules|Smartshell Pod]]'''||SHIV units||-1||+4||{{ Flush (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||10<br />
|-align="center"<br />
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Damage Control Pod]]<br />'''[[Equipment (Long War)#SHIV modules|Damage Control Pod]]'''||SHIV units||-1|| ||{{ Damage Control (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Heavy Floater Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (Long War)#SHIV modules|AutoSentry Turret]]<br />'''[[Equipment (Long War)#SHIV modules|AutoSentry Turret]]'''||SHIV units||-1|| ||{{ Sentinel (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (Long War)#SHIV modules|Weapon Supercooler]]<br />'''[[Equipment (Long War)#SHIV modules|Weapon Supercooler]]'''||SHIV units||-1|| ||{{ Light Em Up (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48<br />
|-align="center"<br />
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (Long War)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (Long War)#SHIV modules|Elerium Turbos]]'''||SHIV units||+2|| || || ||[[Research (Long War)#Materials and Aerospace|Elerium]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)||title="Cost in Elerium&#10;(Cost when building quickly)"|16<br />(24)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12<br />
|}<br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Loadout (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=%D0%98%D0%BD%D0%BE%D0%BF%D0%BB%D0%B0%D0%BD%D0%B5%D1%82%D0%BD%D1%8B%D0%B5_%D0%A4%D0%BE%D1%80%D0%BC%D1%8B_%D0%96%D0%B8%D0%B7%D0%BD%D0%B8_(Long_War)&diff=100431Инопланетные Формы Жизни (Long War)2021-04-15T22:18:50Z<p>Neverim: /* Элитный Мутон */</p>
<hr />
<div>{{Toc (Long War)|25}}<br />
<br />
[[File:LW_Chryssalid_Queen.jpeg|left|thumb|Лидер группы криссалидов в сравнении со своими младшими собратьями.]]<br />
==Общие сведения==<br />
Как и в оригинальной игре '''пришельцы''' находятся в [[Alien_Deployment_(Long_War)#Pods|группах]], которые "активируются", когда ваши бойцы вступают в визуальный контакт с противником. Однако в отличии от оригинальной игры вражеские отряды часто состоят из различных типов пришельцев. К примеру из дохляка ведущего группу сектоидов или пачки мутонов с летуном в качестве разведчика. <br />
<br />
Все группы пришельцев теперь шумят во время перемещения, однако некоторые отряды предпочитают не менять позицию тем самым соблюдая тишину. Процент групп пришельцев которые прячутся таким образом варьируется для разных типов миссий. На похищениях он составляет 50%, на больших НЛО - 40%, на малых - 10%.<br />
<br />
===Лидер отряда===<br />
Каждую группу пришельцев возглавляет один инопланетянин - '''лидер отряда'''. Он обладает как повышенными характеристиками, так и новыми способностями. У каждого лидера есть шанс оказаться в сопровождении инопланетянина '''навигатора''' в дополнение к другим своим товарищам по отряду, который обычно действует как своего рода разведка, так как обладает навыками подходящими для этой роли. Лидера отряда можно легко идентифицировать по большему запасу здоровья и увеличенному физическому размеру.<br />
<br />
Лидеры отрядов начинают с 0 уровня и стандартных характеристик, однако с прогрессом [[Alien Research (Long War)|исследований]] начинают появляться лидеры более высокого уровня вплоть до максимального 7 уровня на обычных миссиях и 8-9 уровня на специальных миссиях (приземлившиеся большие и огромные НЛО, захват баз и т.д.) Как только уровень исследований достигнет 40, пришельцы получат возможность бросать в бой лидера 1-го уровня для любых отрядов. Шанс спавна лидера каждого уровня одинаков, к примеру при [[Alien Research (Long War)|Alien Research]] 120 у отряда есть 25% шанс заспавнить лидера 3-го уровня, 25% 2-го уровня, 25% 1-го уровня и соответственно 25% лидера 0-го уровня.<br />
<br />
Инопланетяне будут постоянно улучшать свои технологии по мере продолжения войны, что даст им дополнительные характеристики. Перки "лидеров" и "навигаторов" будут разблокированы в том порядке, в котором они указаны в данной статье.<br />
<br />
''Примечание:''<br><br />
Сектоиды и дроны никогда не бывают лидерами "террористических" отрядов. Изгои могут руководить только командным отрядом НЛО, иногда они могут быть поддержкой лидеров командиров сектоидов или эфериалов. Зомби никогда не могут быть лидерами, они могут быть только бойцами поддержки для криссалидов, за исключением специальных сценариев террористической миссии. Криссалиды же в свою очередь никогда не руководят обычными отрядами, только террористическими, однако они могут появляться в качестве поддержки. Высший Эфириал появляется только в последней комнате [[ Missions (Long War)#Temple Ship Assault|финальной миссии]] <br />
<br />
===Время появления/Appears===<br />
Данные находящиеся в таблице справа над изображением каждого из пришельцев являются '''наименьшим''' временем в днях, когда он может появиться в обычном виде(как командир отряда), со стандартной привязкой к прогрессу в исследованиях у пришельцев. Бонусные исследования из внешних источников (дополнительные базы пришельцев, солдаты XCOM оставленные на неудачных миссиях, и т.д.) могут привести к тому что некоторые пришельцы могут появиться раньше графика. Кроме того приземлившиеся НЛО дает шанс на появление на этой миссии пришельцев на месяц (28 дней) раньше их стандартного расписания.<br />
<br />
===Legend===<br />
{| class="wikitable" width="75%" style="align: center"<br />
|- <br />
| style="background: #FFB" width="8%" | '''Yellow''' || '''Улучшения навигаторов''' <br />
<br />
Эти навыки доступны всем инопланетянам этого типа. включая лидеров. Шанс спавна навигаторов указан в колонке "Navigator Chance", который просчитывается по каждому инопланетянину отдельно. Количество навигаторов в отряде не ограничено.<br />
|-<br />
| style="background: #FBB" width="8%" | '''Red''' || '''Улучшения лидеров''' <br />
<br />
Эти способности доступны только лидерам инопланетян данного типа. Уровень лидера определяется случайным образом основываясь на инопланетных исследованиях от 1-го до 7-го уровня. Все повышения уровня лидера являются совокупными, что означает, что лидер 3-го уровня будет иметь способности как 3-го уровня, так и 1-го и 2-го уровней. Лидеры 8 уровня встречаются только на Temple Ship. Лидеры 9 уровня являются боссами (super monster pod) и появляются только на определенных миссиях.<br />
|}<br />
<br />
==Пришельцы поддержки==<br />
Подобно собственным подразделениям поддержки XCOM, эти инопланетяне не представляют большой угрозы в прямой перестрелке, вместо этого они увеличивают эффективность других, пришельцев. Они могут бафать и исцелять более сильных союзников, заставляя вас быть более внимательным при выборе тактики боя.<br />
<br />
===Сектоид===<br />
{{Unit Stat Box LW<br />
|appears=0<br />
|picture=[[File:Sectoid (EU2012).png|128px]]<br />
|damage=3 - 8<br />
|hp=3 - 14<br />
|aim=55 - 79<br />
|crit=0<br />
|defense=0 - 28<br />
|move=12 - 13<br />
|will=5 - 120<br />
|regen=0 - 2<br />
}}<br />
'''Сектоиды''' ведут себя точно также как и в оригинальной игре. Низкая мобильность, точность, hp и средняя воля. Они имеют немного больше пси способностей, '''слияние разума''', '''пси панику''' и '''тупоумие'''. К счастью '''тупоумие''' понерфлено в long war и наносит только 1 единицу урона. Также имейте ввиду что способность '''слияние разума''' была изменена таким образом, что оно наносит некоторый урон, а не убивает объединенную цель. Лидеры с 1-го уровня получают '''низкий силуэт'''. Также все сектоиды имеют перк '''меткий стрелок''' для того, чтобы убрать штраф к меткости при стрельбе на 14 и более клеток, однако данный перк не повышает урон наносимый пистолетами.<br />
<br />
В отличии от большинства типов пришельцев, лидеры отрядов сектоидов наносят +1 единицу урона с начала игры, не требуя дополнительных исследований.<br />
<br />
''Трофей:'' Сектоиды носят с собой плазмопистолеты, которые взрываются на фрагменты/сплавы, если хозяин оружия умирает. Разумеется оставляют на месте гибели трупы. После исследования Ксенобиологии Совет время от времени будет запрашивать трупы сектоидов, как правило обменивая 6 трупов на 1 или 2 ученых, плюс 10% прибавка к защите от паники у запрашиваемой страны.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=3 | level1-hp=3 | level1-aim=55 | level1-crit=0 | level1-defense=0 | level1-mobility=12 | level1-will=5 <br />
| level2-damage=3 | level2-hp=3 | level2-aim=60 | level2-crit=0 | level2-defense=0 | level2-mobility=12 | level2-will=5 <br />
| level3-damage=3 | level3-hp=3 | level3-aim=65 | level3-crit=0 | level3-defense=0 | level3-mobility=12 | level3-will=10 <br />
| level4-damage=3 | level4-hp=4 | level4-aim=65 | level4-crit=0 | level4-defense=0 | level4-mobility=12 | level4-will=15 <br />
| perks={{ListPerks (Long War)|{{Меткий_Стрелок_(Long War) |icon=true}}|{{Подавление_(Long War) |icon=true}}|{{Тупоумие_(Long_War) |icon=true}}|{{Слияние Разумов_(Long_War) |icon=true}}|{{Пси-Паника_(Long_War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 />
| 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" style="background-color:#FFB"<br />
| 270 || - || - || - || - || - || - || - || - || - || {{ Низкий Силуэт_(Long_War) |icon=true} }} || 100% || -<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" style="background-color:#FFB"<br />
| 720 || - || +1 || - || - || - || - || - || +5 || +2 || {{ Адаптивный Костный Мозг_(Long_War) |icon=true }} || 100% || -<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 />
|+ Прогресс параметров лидера<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 />
| 40 || +1 || +1 || - || +5 || {{ Низкий Силуэт_(Long_War) |icon=true} }} || 1 || -<br />
|- align="center"<br />
| 80 || - || - || +4 || +5 || - || 2 || -<br />
|- align="center"<br />
| 120 || +1 || - || - || +5 || - || 3 || -<br />
|- align="center"<br />
| 160 || - || +1 || +4 || +5 || {{ Палач_(Long_War) |icon=true }} || 4 || Лидер Сектоидов<br />
|- align="center"<br />
| 200 || - || - || - || +5 || {{ Быстрая Реакция_(Long_War) |icon=true }} || 5 || -<br />
|- align="center"<br />
| 240 || - || +1 || +4 || +5 || - || 6 || -<br />
|- align="center"<br />
| 280 || +1 || - || +4 || +5 || {{ Тактическое Чутье_(Long_War) |icon=true }} || 7 || Сектоид Мастер<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +1 || +5 || +4 || +5 || {{ Адаптивный Костный Мозг_(Long_War) |icon=true }} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +1 || +2 || +4 || +5 || {{ Объединенные Действия_(Long_War) |icon=true }} || 9 || Ретикулян<br />
|}<br />
<br />
===Дрон===<br />
{{Unit Stat Box LW<br />
|appears=0<br />
|picture=[[File:Drone 1 (EU2012).png|128px]]<br />
|damage=3 - 7<br />
|hp=3 - 10<br />
|aim=50 - 70<br />
|crit=0<br />
|dr=1 - 2<br />
|defense=-5 - 7<br />
|move=12 - 16<br />
|fuel=32<br />
|will=0<br />
}}<br />
'''Дронов''' можно встретить с самой первой миссии. Они могут перемещаться группами или же быть поддержкой сектоидов. Позже они будут сопровождать более мощные механизированные подразделения, такие как кибердиски и сектоподы. Дроны ведут себя точно также как в оригинальной игре, но как и большинство механизированных пришельцев имеет некоторое количество DR. У дронов навигаторов/лидеров есть Голографическая Метка, что делает их немного более опасными, когда они поддерживают других инопланетян.<br />
<br />
Дрон 9-го уровня, "Атлас Дрон" может появиться в сценарной миссии террора, даже без достаточного количества исследований у пришельцев.<br />
<br />
''Трофеи:'' Дроны оставляют после себе "Обломки дрона".<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=3 | level1-hp=3 | level1-aim=50 | level1-crit=0 | level1-defense=-5 | level1-mobility=12 | level1-will=0 <br />
| level2-damage=3 | level2-hp=3 | level2-aim=55 | level2-crit=0 | level2-defense=0 | level2-mobility=12 | level2-will=0 <br />
| level3-damage=3 | level3-hp=4 | level3-aim=60 | level3-crit=0 | level3-defense=0 | level3-mobility=12 | level3-will=0 <br />
| level4-damage=3 | level4-hp=4 | level4-aim=60 | level4-crit=0 | level4-defense=0 | level4-mobility=12 | level4-will=0 <br />
| perks={{ListPerks (Long War)| {{Полет_(Long_War) |icon=true}} | {{Закаленный_(Long War) |icon=true}} | {{Перегрузка (Long War) |icon=true}} | {{Ремонт_(Long War) |icon=true}} | {{Робототехника_(Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 />
| 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 || - || - || - || - || - || - || - || - || - || {{ Голографическая_Метка_(Long War) |icon=true }} || 90% || Дрон Ищейка<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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || - || - || - || {{ Голографическая_Метка_(Long War) |icon=true }} || 1 || Дрон Ищейка<br />
|- align="center"<br />
| 80 || - || - || - || - || - || 2 || Дрон Ищейка<br />
|- align="center"<br />
| 120 || +2 || +2 || - || - || - || 3 || -<br />
|- align="center"<br />
| 160 || - || - || - || - || - || 4 || -<br />
|- align="center"<br />
| 200 || - || - || - || - || - || 5 || -<br />
|- align="center"<br />
| 240 || - || - || - || - || - || 6 || -<br />
|- align="center"<br />
| 280 || +3 || +15 || +15 || - || - || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || - || - || - || - || {{ Поглощающие_Поля_(Long War) |icon=true }} || 8 || Боевой Дрон<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +3 || +30 || +10 || - || {{ Свинцовый_Дождь_(Long War) |icon=true }} || 9 || Атлас Дрон<br />
|}<br />
<br />
==Подавляющий тип пришельцев==<br />
Подавляющие пришельцы сами по себе не представляют серьезной угрозы, однако могут буквально в один ход изменить обстановку на поле боя из стабильной в катастрофическую. Их способности могут значительно усложнить жизнь бойцам XCOM.<br />
<br />
===Дохляк===<br />
{{Unit Stat Box LW<br />
|appears=28<br />
|appears2=28<br />
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]<br />
|damage=5 - 7<br />
|hp=5 - 22<br />
|aim=60 - 95<br />
|crit=4 - 34<br />
|defense=0 - 35<br />
|move=14 - 19<br />
|will=25 - 55<br />
|regen=0 - 8<br />
}}<br />
Поведение '''дохляков''' очень похоже на их поведение из оригинальной игры. Высокая мобильность, посредственная меткость и низкая воля. Основное изменение которое затронуло дохляков в long war это замена их яда кислотой, которая снижает точность ваших бойцов (-20%), их мобильность (-25%), а также сопротивление урону. Однако кислота больше не наносит урон напрямую, вместо этого она наносит урон жертве по мере того как она предпринимает действия. Ваши роботы невосприимчивы к эффектам снижения мобильности и урона от кислоты, однако сопротивление урону и меткость также снижается.<br />
<br />
Дохляк 9 уровня, "Тифон" встречается в сценарной миссии [[Furies (EU2012)|"Фурии"]] при любом количестве очков исследований у пришельцев.<br />
<br />
''Трофеи:'' Дохляки носят с собой легкие плазмеры (со стандартным механизмом самоуничтожения при смерти владельца) и оставляются после себя трупы. Допрос дохляка ускоряет исследования лазерного вооружения на 25%.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=5 | level1-hp=5 | level1-aim=60 | level1-crit=4 | level1-defense=0 | level1-mobility=14 | level1-will=25 <br />
| level2-damage=5 | level2-hp=5 | level2-aim=70 | level2-crit=4 | level2-defense=0 | level2-mobility=14 | level2-will=25 <br />
| level3-damage=5 | level3-hp=5 | level3-aim=75 | level3-crit=4 | level3-defense=0 | level3-mobility=14 | level3-will=35 <br />
| level4-damage=5 | level4-hp=5 | level4-aim=75 | level4-crit=4 | level4-defense=0 | level4-mobility=14 | level4-will=50 <br />
| perks={{ListPerks (Long War)| {{Плевок Кислотой (Long War) |icon=true}} || {{ Прыжок_(Long_War) |icon=true }} || {{ Подавление (Long War) |icon=true }} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 || - || - || - || - || - || - || - || {{ Спринтер (Long War) |icon=true }} || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Надежная Позиция (Long War) |icon=true }} || 25% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Палач (Long War) |icon=true }} || 25% || -<br />
|- align="center"<br />
| 120 || - || - || +5 || - || - || - || - || +3 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 180 || - || +1 || - || - || - || - || - || - || - || {{ Молниеносные Рефлексы (Long War) |icon=true }} || 15% || Сайдвиндер<br />
|- align="center"<br />
| 210 || - || +1 || - || +5 || - || - || +1 || +3 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 240 || - || +1 || - || - || - || - || - || - || +2 || {{ Адаптивный Костный Мозг (Long War) |icon=true }} || 100% || -<br />
|- align="center"<br />
| 360 || - || - || +5 || +5 || - || +3 || +1 || +3 || +2 || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 400 || - || - || - || - || - || - || - || - || - || {{Низкий Силуэт (Long War) |icon=true}} || 100% || -<br />
|- align="center"<br />
| 450 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 550 || - || -4 || +5 || - || - || - || - || - || - || {{Общий Вид (Long War) |icon=true}} || 10% || Дохляк Снайпер<br />
|- align="center"<br />
| 600 || - || +1 || +5 || +5 || - || +3 || +1 || +3 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 600 || - || - || +5 || - || - || - || - || - || - || {{Меткий Глаз (Long War) |icon=true}} || 10% || -<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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || +1 || - || +4 || {{Палач (Long War) |icon=true}} || 1 || -<br />
|- align="center"<br />
| 80 || - || +1 || +5 || +4 || {{Профессиональный Стрелок (Long War) |icon=true}} || 2 || -<br />
|- align="center"<br />
| 120 || - || +1 || - || +4 || {{Бомбардировка (Long War) |icon=true}} || 3 || -<br />
|- align="center"<br />
| 160 || - || +1 || - || - || {{Общий Вид (Long War) |icon=true}} || 4 || Дохляк Снайпер<br />
|- align="center"<br />
| 200 || +1 || +1 || - || +5 || {{Быстрая Реакция (Long War) |icon=true}} || 5 || -<br />
|- align="center"<br />
| 240 || - || +1 || +5 || +5 || {{Спринтер (Long War) |icon=true}} || 6 || -<br />
|- align="center"<br />
| 280 || +1 || +1 || +10 || +6 || {{Молниеносные Рефлексы (Long War) |icon=true}} || 7 || Сайдвиндер<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +2 || +5 || +10 || +7 || {{Агрессия (Long War) |icon=true}}{{Тактическое Чутье (Long War) |icon=true}} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +1 || +5 || +5 || +5 || {{Объединенные Действия (Long War) |icon=true}} || 9 || Тифон<br />
|}<br />
<br />
===Искатель===<br />
{{Unit Stat Box LW<br />
|appears=56<br />
||appears2=56<br />
|picture=[[File:Seeker_(EU2012).png|128px]]<br />
|damage=2 - 5<br />
|hp=4 - 15<br />
|aim=55 - 71<br />
|crit=0<br />
|dr=2 - 5<br />
|defense=0 - 20<br />
|move=16 - 25<br />
|fuel=32<br />
|will=0<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 Engineers and Scouts as carried items in Long War, giving an early counter to Seekers. They have a habit of going into overwatch while in stealth, so if you're waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be 'detected' by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an 'IMMUNE' popup will still appear) that catch an invisible Seeker in their area will force them to decloak.<br />
<br />
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armors and items grant immunity also), they will most often go into overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach. Like Sectoids, Seekers possess the ''Gunslinger'' perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a Terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.<br />
<br />
''Rewards:'' As robotic units, Seekers cannot be captured. Upon destruction, they leave wrecks, which are needed for autopsy (5) and ''UFO Countermeasures'' Foundry project (10).<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=2 | level1-hp=4 | level1-aim=55 | level1-crit=0 | level1-defense=0 | level1-mobility=16 | level1-will=0 <br />
| level2-damage=2 | level2-hp=4 | level2-aim=60 | level2-crit=0 | level2-defense=0 | level2-mobility=16 | level2-will=0 <br />
| level3-damage=2 | level3-hp=4 | level3-aim=65 | level3-crit=0 | level3-defense=0 | level3-mobility=16 | level3-will=0 <br />
| level4-damage=2 | level4-hp=5 | level4-aim=65 | level4-crit=0 | level4-defense=0 | level4-mobility=16 | level4-will=0 <br />
| perks={{ListPerks (Long War)| {{Полет (Long War) |icon=true}} | {{Меткий Стрелок (Long War) |icon=true}} | {{Удушение (Long War) |icon=true}} | {{Робототехника_(Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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" style="background-color:#FFB"<br />
| 1 || - || - || - || - || - || - || - || - || - || {{Скрытность (Long War) |icon=true}} || 67% || Сталкер<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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || - || - || - || {{Скрытность (Long War) |icon=true}} || 1 || Сталкер<br />
|- align="center"<br />
| 80 || - || +3 || +2 || - || {{Голографическая Метка (Long War) |icon=true}} || 2 || -<br />
|- align="center"<br />
| 120 || - || +3 || +2 || - || {{Быстрая Реакция (Long War) |icon=true}} || 3 || -<br />
|- align="center"<br />
| 160 || +1 || +5 || +2 || - || - || 4 || -<br />
|- align="center"<br />
| 200 || - || +5 || +2 || - || {{Стабильность Платформы (Long War) |icon=true}} || 5 || -<br />
|- align="center"<br />
| 240 || - || +5 || +2 || - || {{Контроль Повреждений (Long War) |icon=true}} || 6 || -<br />
|- align="center"<br />
| 280 || +1 || +10 || +2 || - || {{Близкий Контакт (Long War) |icon=true}} || 7 || Призрак<br />
|- align="center" style="background-color:#FDD"<br />
| 280 || - || - || - || - || - || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +1 || +10 || +2 || - || {{Объединенные Действия (Long War) |icon=true}} || 9 || Гидра<br />
|}<br />
<br />
==Combat Units==<br />
Combat units often appear in large groups. They present substantial threat to XCOM forces.<br />
<br />
===Изгой===<br />
{{Unit Stat Box LW<br />
|picture=[[File:Outsider (EU2012).jpg|128px]]<br />
|damage=6 - 10<br />
|hp=10 - 23<br />
|aim=65 - 95<br />
|crit=4 - 22<br />
|dr=0 - 3<br />
|defense=0 - 15<br />
|move=12 - 17<br />
|will=115 - 150<br />
|regen=3 - 7<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 to 6.<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 Alien Carbines means they may well win. Neutralizing the Outsider with Flashbangs and ''Suppression'' while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.<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 Alien Carbines. Killed Outsiders provide nothing.<br />
<br />
''Note:'' The bonus regen column includes the bonus conferred by ''Adaptive Bone Marrow''.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=6 | level1-hp=10 | level1-aim=65 | level1-crit=4 | level1-defense=0 | level1-mobility=12 | level1-will=100 <br />
| level2-damage=6 | level2-hp=10 | level2-aim=75 | level2-crit=4 | level2-defense=0 | level2-mobility=12 | level2-will=100 <br />
| level3-damage=6 | level3-hp=10 | level3-aim=85 | level3-crit=4 | level3-defense=0 | level3-mobility=12 | level3-will=110 <br />
| level4-damage=7 | level4-hp=10 | level4-aim=85 | level4-crit=4 | level4-defense=0 | level4-mobility=12 | level4-will=125 <br />
| perks={{ListPerks (Long War)| {{Подавление (Long War) |icon=true}} | {{Мышечная Плотность (Long War) |icon=true}} | {{Адаптивный Костный Мозг (Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 || - || - || - || - || - || - || - || +15 || +3 || - || - || -<br />
|- align="center"<br />
| 120 || +1 || +2 || +4 || - || - || +5 || +1 || +5 || +1 || - || - || -<br />
|- align="center"<br />
| 240 || - || +3 || +4 || +4 || +1 || +2 || +1 || +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" style="background-color:#FFB"<br />
| 600 || - || - || - || - || - || - || - || - || - || {{Нейросмягчение (Long War) |icon=true}} || 100% || -<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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || - || +5 || - || - || 1 || -<br />
|- align="center"<br />
| 80 || - || - || - || +10 || {{Приспособленец (Long War) |icon=true}} || 2 || Изгой Инженер<br />
|- align="center"<br />
| 120 || - || - || +5 || +10 || {{Молниеносные Рефлексы (Long War) |icon=true}} || 3 || Изгой Навигатор<br />
|- align="center"<br />
| 160 || - || - || +5 || +10 || {{Готов ко Всему (Long War) |icon=true}} || 4 || -<br />
|- align="center"<br />
| 200 || - || +10 || +5 || +10 || {{Мастер Ближнего Боя (Long War) |icon=true}} || 5 || Изгой Капитан<br />
|- align="center"<br />
| 240 || - || - || +5 || +10 || {{Часовой (Long War) |icon=true}} || 6 || Изгой Командир<br />
|- align="center"<br />
| 280 || - || - || - || +10 || {{Контроль Повреждений (Long War) |icon=true}} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 280 || - || - || - || - || - || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || - || +20 || - || +10 || {{Объединенные Действия (Long War) |icon=true}} || 9 || Изгой Повелитель<br />
|}<br />
<br />
===Летун===<br />
{{Unit Stat Box LW<br />
|appears=28<br />
|appears2=28<br />
|picture=[[File:Floater_1_(EU2012).png|128px]]<br />
|damage=5 - 8<br />
|hp=5 - 16<br />
|aim=55 - 80<br />
|crit=4 - 9<br />
|defense=-5 - 11<br />
|move=12 - 20<br />
|fuel=32<br />
|will=20 - 44<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 />
''Rewards:'' Floaters leave corpses (10-autopsy, 30-''Armored Fighters'', 25-''Shaped Armor'', 3-Uplink Targeting (Aim)) and carry Alien Carbines. Floater interrogation provides aerospace research credit.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=5 | level1-hp=5 | level1-aim=55 | level1-crit=4 | level1-defense=-5 | level1-mobility=12 | level1-will=20 <br />
| level2-damage=5 | level2-hp=5 | level2-aim=60 | level2-crit=4 | level2-defense=-5 | level2-mobility=13 | level2-will=20 <br />
| level3-damage=5 | level3-hp=6 | level3-aim=65 | level3-crit=4 | level3-defense=0 | level3-mobility=13 | level3-will=30 <br />
| level4-damage=5 | level4-hp=6 | level4-aim=65 | level4-crit=4 | level4-defense=0 | level4-mobility=13 | level4-will=45 <br />
| perks={{ListPerks (Long War)| {{Полет (Long War) |icon=true}} | {{Запуск_(Long_War) |icon=true}} | {{Подавление (Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 || - || - || - || - || - || - || - || - || - || {{Огневая Поддержка (Long War) |icon=true}} || 15% || Летун Часовой<br />
|- align="center" style="background-color:#FFB"<br />
| 60 || - || +1 || +4 || - || - || - || - || - || - || {{Опасная Зона (Long War) |icon=true}} || 15% || -<br />
|- align="center"<br />
| 75 || - || +1 || - || - || - || - || - || +2 || - || - || - || -<br />
|- align="center"<br />
| 90 || - || - || - || - || - || - || +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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || +1 || +4 || +2 || {{Огневая Поддержка (Long War) |icon=true}} || 1 || Летун Часовой<br />
|- align="center"<br />
| 80 || - || +1 || - || +2 || {{Опасная Зона (Long War) |icon=true}} || 2 || -<br />
|- align="center"<br />
| 120 || - || +1 || +2 || +2 || {{Спринтер (Long War) |icon=true}} || 3 || -<br />
|- align="center"<br />
| 160 || - || +1 || +4 || +2 || {{Мастер Ближнего Боя (Long War) |icon=true}} || 4 || Летун Рейдер<br />
|- align="center"<br />
| 200 || - || +1 || - || +2 || {{Надежная Позиция (Long War) |icon=true}} || 5 || -<br />
|- align="center"<br />
| 240 || - || +1 || +4 || +2 || {{Хаос (Long War) |icon=true}} || 6 || -<br />
|- align="center"<br />
| 280 || +1 || +5 || +8 || +2 || {{Готов ко Всему (Long War) |icon=true}} || 7 || Летун Похититель<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +3 || +5 || +15 || +6 || {{Агрессия (Long War) |icon=true}}{{Ремонтные Сервомоторы (Long War) |icon=true}}{{Тактическое Чутье (Long War) |icon=true}} || 8 || Великий Похититель<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +1 || +5 || +5 || +2 || {{Объединенные Действия (Long War) |icon=true}} || 9 || Похититель Лорд<br />
|}<br />
<br />
===Криссалид===<br />
{{Unit Stat Box LW<br />
|appears2=0<br />
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]<br />
|damage=8 - 12<br />
|hp=8 - 20<br />
|aim=0<br />
|crit=25<br />
|defense=10 - 35<br />
|move=20 - 27<br />
|will=50 - 70<br />
|regen=0 - 7<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/HE grenades are an effective early counter to Chryssalids, since they'll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don't benefit from cover. Similarly, Flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a Flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won't reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a ''Close Combat'' Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the ''Jellied Elerium'' upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.<br />
<br />
Chryssalids on a terror mission will always spawn Zombies from civilians they kill off-screen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional Zombies during Terror missions that focus on the deployment of Chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.<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 />
''Rewards:'' 5 Chryssalid Carcasses are needed for autopsy, 10 for Chitin Plating.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=8 | level1-hp=8 | level1-aim=- | level1-crit=25 | level1-defense=10 | level1-mobility=20 | level1-will=50 <br />
| level2-damage=8 | level2-hp=8 | level2-aim=- | level2-crit=25 | level2-defense=10 | level2-mobility=20 | level2-will=50 <br />
| level3-damage=8 | level3-hp=8 | level3-aim=- | level3-crit=25 | level3-defense=10 | level3-mobility=20 | level3-will=60 <br />
| level4-damage=9 | level4-hp=8 | level4-aim=- | level4-crit=25 | level4-defense=10 | level4-mobility=20 | level4-will=75 <br />
| perks={{ListPerks (Long War)| {{Ядовитые когти (Long War) |icon=true}} | {{Закаленный_(Long War) |icon=true}} | {{Заражение (Long War) |icon=true}} | {{Прыжок (Long War) |icon=true}} | {{Ближний Бой_(Long_War) |icon=true}} | {{Stun Immune (Long War)}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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" style="background-color:#FFB"<br />
| 180 || - || - || - || - || - || - || - || - || +2 || {{Адаптивный Костный Мозг (Long War) |icon=true}} || 100% || -<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 />
|+ Прогресс параметров лидера<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 />
| 40 || +1 || +2 || - || +5 || - || 1 || -<br />
|- align="center"<br />
| 80 || +1 || +1 || - || +5 || {{Молниеносные Рефлексы (Long War) |icon=true}} || 2 || Криссалид Воин<br />
|- align="center"<br />
| 120 || +1 || +2 || - || +5 || {{Адаптивный Костный Мозг (Long War) |icon=true}} || 3 || -<br />
|- align="center"<br />
| 160 || +1 || +1 || - || +5 || {{Спринтер (Long War) |icon=true}} || 4 || Криссалид Вожак<br />
|- align="center"<br />
| 200 || +1 || +2 || - || +5 || - || 5 || -<br />
|- align="center"<br />
| 240 || +1 || +1 || - || +5 || {{Поглощающая Броня (Long War) |icon=true}} || 6 || Королева Улья<br />
|- align="center"<br />
| 280 || +1 || +5 || - || +5 || - || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +1 || +10 || - || +5 || - || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +1 || +20 || - || +5 || {{Стойкость (Long War) |icon=true}} || 9 || Огромная Королева Улья<br />
|}<br />
<br />
===Зомби===<br />
{{Unit Stat Box LW<br />
|picture=[[File:Zombie_1_(EU2012).png|128px]]<br />
|damage=7 - 15<br />
|hp=12 - 23<br />
|aim=0<br />
|crit=0<br />
|defense=0<br />
|move=9 - 16<br />
|will=120<br />
|regen=0 - 2<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 />
''Rewards:'' None.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=7 | level1-hp=12 | level1-aim=- | level1-crit=0 | level1-defense=0 | level1-mobility=9 | level1-will=120 <br />
| level2-damage=7 | level2-hp=12 | level2-aim=- | level2-crit=0 | level2-defense=0 | level2-mobility=9 | level2-will=120 <br />
| level3-damage=7 | level3-hp=15 | level3-aim=- | level3-crit=0 | level3-defense=0 | level3-mobility=9 | level3-will=130 <br />
| level4-damage=8 | level4-hp=15 | level4-aim=- | level4-crit=0 | level4-defense=0 | level4-mobility=9 | level4-will=140 <br />
| perks={{ListPerks (Long War)| {{Ядовитые когти (Long War) |icon=true}} | {{Личинка Криссалида (Long War) |icon=true}} | {{Ближний Бой (Long War) |icon=true}} | {{Stun Immune (Long War)}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 />
| 210 || +1 || - || - || - || - || - || +2 || - || - || - || - || - <br />
|- align="center"<br />
| 360 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - <br />
|- align="center"<br />
| 420 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - <br />
|- align="center" style="background-color:#FFB"<br />
| 450 || - || - || - || - || - || - || - || - || +2 || {{Адаптивный Костный Мозг (Long War) |icon=true}} || 100% || -<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 />
===Мутон===<br />
{{Unit Stat Box LW<br />
|appears=56<br />
|appears2=84<br />
|picture=[[File:Muton_1_(EU2012).png|128px]]<br />
|damage=8 - 10<br />
|hp=8 - 22<br />
|aim=60 - 82<br />
|crit=4 - 6<br />
|defense=10 - 33<br />
|move=12<br />
|will=30 - 60<br />
}}<br />
'''Mutons''' are similar to vanilla Mutons, and will start with Alien Carbines and later upgrade to Alien Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of overwatch enhancing perks. Before 105 days of alien research, Mutons use Alien Carbines, which modifies their base damage and aim to be 6 and 76 respectively. Muton grenades also have a base damage of 5.<br />
<br />
''Rewards'': Either Alien Carbine or Alien Rifle when captured, and also Alien Grenade if ''Alien Grenades'' Foundry project isn't completed. Muton Corpses are required for autopsy (10) and ''Ammo Conservation'' Foundry project (20). The Muton interrogation gives a 25% research credit towards gauss weaponry.<br />
<br />
''Note'': Values tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=6 -> 8* | level1-hp=8 | level1-aim=66 -> 60* | level1-crit=4 | level1-defense=10 | level1-mobility=12 | level1-will=30 <br />
| level2-damage=6 -> 8* | level2-hp=8 | level2-aim=71 -> 65* | level2-crit=4 | level2-defense=10 | level2-mobility=12 | level2-will=30 <br />
| level3-damage=6 -> 8* | level3-hp=10 | level3-aim=76 -> 70* | level3-crit=4 | level3-defense=10 | level3-mobility=12 | level3-will=40 <br />
| level4-damage=7 -> 9* | level4-hp=10 | level4-aim=76 -> 70* | level4-crit=4 | level4-defense=10 | level4-mobility=12 | level4-will=55 <br />
| perks={{ListPerks (Long War)| {{Граната пришельцев (Long War) |icon=true}} | {{Зов Крови (Long War) |icon=true}} | {{Устрашение (Long War) |icon=true}} | {{Подавление (Long War) |icon=true}} }}<br />
}}<br />
'''*''' After 105 days of alien research.<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 || - || - || - || - || - || - || {{Огневая Поддержка (Long War) |icon=true}} || 15% || Мутон Часовой<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 || - || - || - || - || - || - || - || - || - || {{Гиперактивные Зрачки (Long War) |icon=true}} || 25% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 150 || - || - || - || - || - || - || - || - || - || {{Пространственное Зрение (Long War) |icon=true}} || 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 || - || - || - || - || - || - || - || - || - || {{Общий Вид (Long War) |icon=true}} || 10% || Мутон Снайпер<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 || - || - || - || - || - || - || - || - || - || {{Объединенные Боеголовки (Long War) |icon=true}} || 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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || +2 || +2 || +3 || {{Огневая Поддержка (Long War) |icon=true}} || 1 || Мутон Часовой<br />
|- align="center"<br />
| 80 || - || +1 || +2 || +3 || {{Приспособленец (Long War) |icon=true}} || 2 || -<br />
|- align="center"<br />
| 120 || +1 || +1 || +2 || +3 || {{Кумулятивные Заряды (Long War) |icon=true}} || 3 || -<br />
|- align="center"<br />
| 160 || - || +1 || +2 || +3 || {{Бомбардировка (Long War) |icon=true}} || 4 || Мутон Гренадер<br />
|- align="center"<br />
| 200 || - || +2 || +2 || +4 || {{Fortiores Una ru (Long War) |icon=true}}{{Воля к Жизни (Long War) |icon=true}} || 5 || -<br />
|- align="center"<br />
| 240 || - || +1 || +2 || +4 || {{Часовой (Long War) |icon=true}} || 6 || Мутон Страж<br />
|- align="center"<br />
| 280 || +2 || +10 || +4 || +8 || {{Свинцовый Дождь (Long War) |icon=true}}{{Объединенные Боеголовки (Long War) |icon=true}} || 7 || Мутон Центурион<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +2 || +5 || +10 || +10 || {{Агрессия (Long War) |icon=true}}{{Тактическое Чутье (Long War) |icon=true}} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +1 || +5 || +5 || +5 || {{Объединенные Действия (Long War) |icon=true}} || 9 || Саргон<br />
|}<br />
<br />
==Specialist Units==<br />
These units are all significantly more dangerous than those listed in the combat section. Their abilities are designed to exploit specific weaknesses in the XCOM squad, but in turn, each of them has their own glaring weakness that can be exploited. For example, a single Berserker can effortlessly savage a smoke and suppression based squad composition, but will crumble to a well-placed chem grenade.<br />
<br />
===Кибердиск===<br />
{{Unit Stat Box LW<br />
|appears=112<br />
|appears2=84<br />
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]<br />
|damage=9 - 14<br />
|hp=18 - 32<br />
|aim = 60 - 74<br />
|crit=8 - 18<br />
|dr=2 - 6<br />
|defense=0<br />
|move=18 - 22<br />
|fuel=32<br />
|will=0<br />
}}<br />
'''Cyberdiscs''' are similar to vanilla Cyberdiscs; even their deployment behavior is largely unchanged. They get the ''Automated Threat Assessment'' perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting. This grenade has a base damage of 5.<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.<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. A Cyberdisc that overwatches can often be hit when open twice, by shooting it, then drawing out its overwatch with a Scout, causing it to reopen for a second shot.<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 />
''Rewards:'' Cyberdisc Wrecks are needed for autopsy (3), several Foundry projects (10), and Defensive Matrix (Dodge) (2).<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=9 | level1-hp=18 | level1-aim=60 | level1-crit=8 | level1-defense=0 | level1-mobility=18 | level1-will=0 <br />
| level2-damage=9 | level2-hp=18 | level2-aim=65 | level2-crit=8 | level2-defense=0 | level2-mobility=18 | level2-will=0 <br />
| level3-damage=9 | level3-hp=18 | level3-aim=70 | level3-crit=8 | level3-defense=0 | level3-mobility=18 | level3-will=0 <br />
| level4-damage=10 | level4-hp=21 | level4-aim=70 | level4-crit=8 | level4-defense=0 | level4-mobility=18 | level4-will=0 <br />
| perks={{ListPerks (Long War)| {{Граната пришельцев (Long War) |icon=true}} | {{Автоматическая Оценка Угрозы (Long War) |icon=true}} | {{Бомбардировка (Long War) |icon=true}} | {{Цветок Смерти (Long War) |icon=true}} | {{Взрыв (Long War) |icon=true}} | {{Полет (Long War) |icon=true}} | {{Закаленный (Long War) |icon=true}} | {{Робототехника (Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || +1 || - || - || - || 1 || Кибердиск Разрушитель<br />
|- align="center"<br />
| 80 || - || +1 || - || - || - || 2 || -<br />
|- align="center"<br />
| 120 || - || +1 || - || - || {{Контроль Повреждений (Long War) |icon=true}} || 3 || -<br />
|- align="center"<br />
| 160 || - || +1 || +2 || - || {{Кумулятивные Боеприпасы (Long War) |icon=true}}{{Ремонтные Сервомоторы (Long War) |icon=true}} || 4 || Кибердиск Разрушитель<br />
|- align="center"<br />
| 200 || +1 || +1 || +2 || - || {{Агрессия (Long War) |icon=true}} || 5 || -<br />
|- align="center"<br />
| 300 || - || +2 || +2 || - || {{Быстрая Реакция (Long War) |icon=true}} || 6 || -<br />
|- align="center"<br />
| 300 || - || +3 || +2 || - || {{Свинцовый Дождь (Long War) |icon=true}} || 7 || Меткий Стрелок<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || - || - || - || - || {{Общий Вид (Long War) |icon=true}} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || - || +15 || +5 || - || {{Объединенные Действия (Long War) |icon=true}}{{Кумулятивные Заряды (Long War) |icon=true}}{{Объединенные Боеголовки (Long War) |icon=true}} || 9 || Дредноут<br />
|}<br />
<br />
===Мехтоид===<br />
{{Unit Stat Box LW<br />
|appears=140<br />
|appears2=140<br />
|picture=[[File:Mechtoid_(EU2012).png|128px]]<br />
|damage=8 - 11<br />
|hp=25 - 39<br />
|shield=6 - 13<br />
|aim=65 - 85<br />
|crit=8 - 12<br />
|dr=2 - 4<br />
|defense=0 - 8<br />
|move=14 - 16<br />
|will=40 - 64<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 one of the few "big" units vulnerable to psionics - ''Mind Fray'' will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. ''Psi Panic'' will completely disable a Mechtoid. Their Will is a little higher than regular troops, but not stellar, so are excellent targets for psionics anyway due to the large amount of firepower a successful psionic attack will neutralize. Chem Grenades will hurt their accuracy a bit.<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 />
''Rewards:'' Mechtoid Cores are required for autopsy (3), ''Advanced Servomotors'' Foundry project (8), and Psi Screen device (1).<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=8 | level1-hp=25 | level1-shield=6 | level1-aim=65 | level1-crit=8 | level1-defense=0 | level1-mobility=14 | level1-will=40 <br />
| level2-damage=8 | level2-hp=25 | level2-shield=6 | level2-aim=70 | level2-crit=8 | level2-defense=0 | level2-mobility=14 | level2-will=40 <br />
| level3-damage=8 | level3-hp=27 | level3-shield=6 | level3-aim=75 | level3-crit=8 | level3-defense=0 | level3-mobility=14 | level3-will=50 <br />
| level4-damage=11 | level4-hp=30 | level4-shield=6 | level4-aim=75 | level4-crit=8 | level4-defense=0 | level4-mobility=14 | level4-will=60 <br />
| perks={{ListPerks (Long War)| {{Объединенные Действия (Long War) |icon=true}} | {{Закаленный (Long War) |icon=true}} | {{Свинцовый Дождь (Long War) |icon=true}} | {{Робототехника (Long War) |icon=true}} | {{Пси-щит (Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 />
| 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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || +1 || +2 || +3 || {{Палач (Long War) |icon=true}} || 1 || -<br />
|- align="center"<br />
| 80 || - || +1 || +2 || +3 || {{Стабильность Платформы (Long War) |icon=true}} || 2 || -<br />
|- align="center"<br />
| 120 || +1 || +1 || +2 || +3 || {{Улучшенное Наведение (Long War) |icon=true}} || 3 || -<br />
|- align="center"<br />
| 160 || - || +2 || +2 || +3 || {{Поглощающая Броня (Long War) |icon=true}} || 4 || Мехтоид Вулкан<br />
|- align="center"<br />
| 200 || +1 || +1 || +2 || +3 || {{Ремонтные Сервомоторы (Long War) |icon=true}} || 5 || -<br />
|- align="center"<br />
| 240 || +1 || +2 || +2 || +3 || {{Быстрая Реакция (Long War) |icon=true}} || 6 || -<br />
|- align="center"<br />
| 280 || +2 || +10 || +2 || +3 || {{Поглощающие Поля (Long War) |icon=true}}{{Реактивные Прицельные Датчики (Long War) |icon=true}} || 7 || Мехтоид Левиафан<br />
|- align="center" style="background-color:#FDD"<br />
| 280 || - || - || - || - || - || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || - || - || - || - || {{Кумулятивные Боеприпасы (Long War) |icon=true}}{{Общий Вид (Long War) |icon=true}} || 9 || Колосс<br />
|}<br />
<br />
===Мутон-Берсерк===<br />
{{Unit Stat Box LW<br />
|appears=168<br />
|appears2=140<br />
|picture=[[File:Berserker_(EU2012).png|128px]]<br />
|damage=10 - 20<br />
|hp=20 - 44<br />
|aim=0<br />
|crit=33<br />
|defense=20 - 30<br />
|move=17 - 23<br />
|will=80 - 110<br />
|regen=0 - 7<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 neutralize a Berserker you're not ready to kill. It will also reduce its movement from ''Bloodlust'', so you can also shoot a couple of times after flashbanging (but don't go overboard). Another good piece of equipment to use against them are Chem Grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.<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 />
''Rewards:'' Berserkers don't carry a weapon. Their corpses are needed for autopsy (5), ''MEC Close Combat'' (8), and Combat Stims (1). Interrogating a Berserker gives a 25% research credit towards all armor technologies.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=10 | level1-hp=20 | level1-aim=50 | level1-crit=33 | level1-defense=20 | level1-mobility=17 | level1-will=80 <br />
| level2-damage=10 | level2-hp=20 | level2-aim=55 | level2-crit=33 | level2-defense=20 | level2-mobility=17 | level2-will=80 <br />
| level3-damage=10 | level3-hp=22 | level3-aim=60 | level3-crit=33 | level3-defense=20 | level3-mobility=17 | level3-will=90 <br />
| level4-damage=12 | level4-hp=25 | level4-aim=60 | level4-crit=33 | level4-defense=20 | level4-mobility=17 | level4-will=105 <br />
| perks={{ListPerks (Long War)| {{Жажда Крови (Long War) |icon=true}} | {{Мощь Буйвола (Long War) |icon=true}} | {{Устрашение (Long War) |icon=true}} | {{Закаленный (Long War) |icon=true}} | {{Мышечная Плотность (Long War) |icon=true}} | {{Ближний Бой (Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 || - || - || - || +2 || - || - || - || - || 10% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || +1 || - || - || - || +2 || - || - || - || - || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || +1 || - || - || - || +2 || - || - || - || - || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || +1 || - || - || - || +2 || - || - || - || - || 20% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 0 || - || +1 || - || - || - || +2 || - || - || - || - || 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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || +2 || - || +3 || - || 1 || -<br />
|- align="center"<br />
| 80 || - || +2 || - || +3 || {{Поглощающая Броня (Long War) |icon=true}} || 2 || Бегемот<br />
|- align="center"<br />
| 120 || +1 || +2 || - || +3 || {{Адаптивный Костный Мозг (Long War) |icon=true}} || 3 || -<br />
|- align="center"<br />
| 160 || - || +2 || - || +3 || - || 4 || -<br />
|- align="center"<br />
| 200 || +1 || +2 || - || +3 || - || 5 || -<br />
|- align="center"<br />
| 240 || - || +2 || - || +3 || {{Спринтер (Long War) |icon=true}} || 6 || Джаггернаут<br />
|- align="center"<br />
| 280 || +1 || +5 || - || +3 || - || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +1 || +5 || - || +3 || - || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 320 || +1 || +15 || - || +3 || {{Молниеносные Рефлексы (Long War) |icon=true}}{{Тактическое Чутье (Long War) |icon=true}} || 9 || Монго<br />
|}<br />
<br />
===Командир Сектоидов===<br />
{{Unit Stat Box LW<br />
|appears=196<br />
|appears2=196<br />
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]<br />
|damage=4 - 10<br />
|hp=15 - 36<br />
|aim=55<br />
|crit=0<br />
|defense=20 - 39<br />
|move=12 - 14<br />
|will=90 - 170<br />
|regen=1 - 6<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 />
''Rewards:'' Just like basic Sectoids, Sectoid Commanders carry Alien Pistols. Besides the autopsy (5), five of their corpses are needed for Mind Shield. Their interrogation provides 25% research credit towards psionic research and ''Psi Warfare Systems'' Foundry project.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=4 | level1-hp=15 | level1-aim=55 | level1-crit=0 | level1-defense=20 | level1-mobility=12 | level1-will=90 <br />
| level2-damage=4 | level2-hp=15 | level2-aim=60 | level2-crit=0 | level2-defense=20 | level2-mobility=12 | level2-will=90 <br />
| level3-damage=4 | level3-hp=15 | level3-aim=65 | level3-crit=0 | level3-defense=20 | level3-mobility=12 | level3-will=105 <br />
| level4-damage=6 | level4-hp=15 | level4-aim=65 | level4-crit=0 | level4-defense=20 | level4-mobility=12 | level4-will=115 <br />
| perks={{ListPerks (Long War)| {{Меткий Стрелок (Long War) |icon=true}} | {{Подавление (Long War) |icon=true}} | {{Великое Слияние Разумов (Long War) |icon=true}} | {{Контроль над Разумом (Long War) |icon=true}} | {{Тупоумие (Long War) |icon=true}} | {{Пси-Паника (Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 || - || - || - || - || - || +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" style="background-color:#FFB"<br />
| 420 || +1 || - || - || - || - || - || - || - || +2 || {{Адаптивный Костный Мозг (Long War) |icon=true}} || 100% || -<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 />
|+ Прогресс параметров лидера<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 />
| 40 || +1 || +1 || - || +4 || {{Искажающее Поле (Long War) |icon=true}} || 1 || -<br />
|- align="center"<br />
| 80 || - || +1 || - || +4 || {{Низкий Силуэт (Long War) |icon=true}} || 2 || -<br />
|- align="center"<br />
| 120 || - || +2 || - || +4 || - || 3 || -<br />
|- align="center"<br />
| 160 || +1 || +2 || - || +4 || - || 4 || -<br />
|- align="center"<br />
| 300 || - || +1 || - || +4 || {{Агрессия (Long War) |icon=true}} || 5 || -<br />
|- align="center"<br />
| 330 || +1 || +2 || - || +4 || - || 6 || -<br />
|- align="center"<br />
| 360 || +1 || +1 || - || +4 || {{Регенерирующее Биополе (Long War) |icon=true}} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 360 || - || - || - || - || - || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 360 || - || +5 || +5 || +10 || {{Объединенные Действия (Long War) |icon=true}} || 9 || Великий Ретикулян<br />
|}<br />
<br />
===Тяжелый Летун===<br />
{{Unit Stat Box LW<br />
|appears=224<br />
|appears2=224<br />
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]<br />
|damage=8 - 10<br />
|hp=15 - 30<br />
|aim=60 - 76<br />
|crit=8 - 12<br />
|dr=0 - 1<br />
|defense=5 - 25<br />
|move=12 - 14<br />
|fuel=32<br />
|will=25 - 41<br />
}}<br />
The '''Heavy Floater''' is improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades, and with the ''Bombard'' perk, they can throw them very far. This grenade has a base damage of 5.<br />
<br />
''Rewards:'' Heavy Floaters carry Alien Rifles. The corpse is needed for autopsy (5), ''Advanced Flight'' (5), and ''Advanced Repair'' (4). Interrogation provides plasma technologies research bonus.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=8 | level1-hp=15 | level1-aim=60 | level1-crit=8 | level1-defense=5 | level1-mobility=12 | level1-will=25<br />
| level2-damage=8 | level2-hp=15 | level2-aim=65 | level2-crit=8 | level2-defense=10 | level2-mobility=12 | level2-will=25 <br />
| level3-damage=8 | level3-hp=15 | level3-aim=70 | level3-crit=8 | level3-defense=10 | level3-mobility=12 | level3-will=35<br />
| level4-damage=10 | level4-hp=15 | level4-aim=70 | level4-crit=8 | level4-defense=10 | level4-mobility=13 | level4-will=50 <br />
| perks={{ListPerks (Long War)| {{Граната пришельцев (Long War) |icon=true}} | {{Бомбардировка (Long War) |icon=true}} | {{Полет (Long War) |icon=true}} | {{Запуск (Long War) |icon=true}} | {{Подавление (Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 || - || - || - || - || - || - || {{Огневая Поддержка (Long War) |icon=true}} || 25% || Тяжелый Летун Часовой<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || +1 || - || - || - || - || - || - || - || {{Сапер (Long War) |icon=true}} || 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 || - || - || - || - || - || - || {{Опасная Зона (Long War) |icon=true}} || 20% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 300 || - || +1 || +2 || - || - || - || - || - || - || {{Осколочные Боеприпасы (Long War) |icon=true}} || 10% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 300 || - || - || - || - || - || - || - || +1 || - || {{Пространственное Зрение (Long War) |icon=true}} || 50% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 360 || - || +1 || +3 || - || - || - || - || - || - || - || 25% || -<br />
|- align="center"<br />
| 360 || - || +3 || - || - || +1 || - || +1 || +2 || - || - || - || -<br />
|- align="center"<br />
| 420 || - || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 450 || - || +1 || +2 || - || - || - || - || - || - || {{Хаос (Long War) |icon=true}} || 20% || -<br />
|- align="center"<br />
| 500 || - || +2 || +4 || - || - || - || +1 || +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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || +2 || +2 || +2 || {{Ремонтные Сервомоторы (Long War) |icon=true}} || 1 || -<br />
|- align="center"<br />
| 80 || - || +1 || +2 || +2 || {{Кумулятивные Боеприпасы (Long War) |icon=true}} || 2 || Тяжелый Летун Разрушитель<br />
|- align="center"<br />
| 120 || - || +1 || +2 || +2 || {{Близкий Контакт (Long War) |icon=true}} || 3 || -<br />
|- align="center"<br />
| 160 || - || +1 || +2 || +2 || - || 4 || -<br />
|- align="center"<br />
| 200 || +1 || +1 || +2 || +2 || {{Тактическое Чутье (Long War) |icon=true}} || 5 || Аэрокобра<br />
|- align="center"<br />
| 360 || +1 || +1 || +2 || +2 || {{Надежная Позиция (Long War) |icon=true}} || 6 || Воитель<br />
|- align="center"<br />
| 420 || +1 || +2 || +2 || +2 || {{Воля к Жизни (Long War) |icon=true}} || 7 ||<br />
|- align="center" style="background-color:#FDD"<br />
| 420 || +1 || +3 || +3 || +5 || {{Хаос (Long War) |icon=true}} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 420 || +2 || +3 || +8 || +5 || {{Объединенные Действия (Long War) |icon=true}}{{Опасная Зона (Long War) |icon=true}}{{Объединенные Боеголовки (Long War) |icon=true}} || 9 || Архон<br />
|}<br />
<br />
==Alpha Units==<br />
These units present significant threat on their own. Except Muton Elites, who come in large groups late game, Sectopods and Ethereals appear either alone or in a group of two, accompanied by support units.<br />
<br />
===Элитный Мутон===<br />
{{Unit Stat Box LW<br />
|appears=252<br />
|appears2=252<br />
|picture=[[File:Elite_Muton_(EU2012).png|128px]]<br />
|damage=10 - 12<br />
|hp=20 - 40<br />
|aim=70 - 86<br />
|crit=0 - 4<br />
|defense=20 - 40<br />
|move=12 - 15<br />
|will=40 - 85<br />
|regen=0 - 5<br />
}}<br />
'''Muton Elites''' are looking similar 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 ''Intimidate'', they still benefit from ''Blood Call''. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.<br />
<br />
Their overwatch becomes lethal with ''Opportunist'', ''Covering Fire'' and ''Sentinel'', they can fire twice with ''Light' Em Up'' and further with ''Squadsight'', crit with ''Aggression'' and ''Bring 'Em On'' and respond to fire with RTS. Watch out for ''Bombard'' grenades, ''HEAT and Tandem Warheads'' as well. An encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to focus and speed up their research. <br />
<br />
One using Psionics to attack them should take care too, as they gain high will and ''Neural Damping''.<br />
<br />
''Rewards:'' Muton Elites are the only aliens carrying Alien Heavy Weapons. Their corpses are extremely useful, too, since 20 are needed for the extremely useful ''Tactical Rigging'', and 5 for autopsy. Interrogating a Muton Elite gives a 25% research bonus to all weapon technologies and projects.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=10 | level1-hp=20 | level1-aim=70 | level1-crit=0 | level1-defense=20 | level1-mobility=12 | level1-will=40 <br />
| level2-damage=10 | level2-hp=20 | level2-aim=75 | level2-crit=0 | level2-defense=20 | level2-mobility=12 | level2-will=40 <br />
| level3-damage=10 | level3-hp=20 | level3-aim=80 | level3-crit=0 | level3-defense=20 | level3-mobility=12 | level3-will=50 <br />
| level4-damage=13 | level4-hp=20 | level4-aim=80 | level4-crit=0 | level4-defense=20 | level4-mobility=12 | level4-will=65 <br />
| perks={{ListPerks (Long War)| {{Граната пришельцев (Long War) |icon=true}} | {{Бомбардировка (Long War) |icon=true}} | {{Подавление (Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 || - || - || - || - || - || - || - || - || - || {{Гранатометчик (Long War) |icon=true}} || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || - || - || - || - || - || - || +2 || - || {{Огневая Поддержка (Long War) |icon=true}} || 33% || Элитный Мутон Часовой<br />
|- align="center" style="background-color:#FFB"<br />
| 1 || - || +1 || - || - || - || - || - || - || - || {{Кумулятивные Заряды (Long War) |icon=true}} || 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" style="background-color:#FFB"<br />
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 360 || - || - || - || - || - || - || - || +2 || - || {{Гиперактивные Зрачки (Long War) |icon=true}} || 100% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 420 || - || - || - || - || - || - || - || - || - || {{Объединенные Боеголовки (Long War) |icon=true}} || 100% || -<br />
|- align="center"<br />
| 450 || - || +3 || - || - || - || - || - || +5 || - || - || - || -<br />
|- align="center" style="background-color:#FFB"<br />
| 450 || - || - || - || - || - || - || - || - || - || {{Общий Вид (Long War) |icon=true}} || 10% || Элитный Мутон Снайпер<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 || - || - || - || - || - || - || - || - || - || {{Нейросмягчение (Long War) |icon=true}} || 15% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 600 || - || - || - || - || - || - || - || - || +2 || {{Адаптивный Костный Мозг (Long War) |icon=true}} || 33% || -<br />
|- align="center" style="background-color:#FFB"<br />
| 700 || - || +1 || - || - || - || - || - || - || - || {{Вооружен и Опасен (Long War) |icon=true}} || 100% || -<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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || +2 || +2 || +3 || {{Fortiores Una ru (Long War) |icon=true}}{{Свинцовый Дождь (Long War) |icon=true}} || 1 || Элитный Мутон Легионер<br />
|- align="center"<br />
| 80 || - || +1 || +1 || +3 || {{Приспособленец (Long War) |icon=true}} || 2 || -<br />
|- align="center"<br />
| 120 || - || +2 || +2 || +3 || {{Тактическое Чутье (Long War) |icon=true}} || 3 || -<br />
|- align="center"<br />
| 160 || +1 || +1 || +1 || +4 || {{Вызов (Long War) |icon=true}}{{Объединенные Действия (Long War) |icon=true}} || 4 || Элитный Мутон Коммандо<br />
|- align="center"<br />
| 200 || - || +2 || +2 || +4 || {{Часовой (Long War) |icon=true}} || 5 || -<br />
|- align="center"<br />
| 240 || - || +1 || +1 || +4 || {{Воля к Жизни (Long War) |icon=true}} || 6 || -<br />
|- align="center"<br />
| 450 || +1 || +2 || +2 || +4 || {{Огневая Поддержка (Long War) |icon=true}}{{Общий Вид (Long War) |icon=true}}{{Реактивные Прицельные Датчики (Long War) |icon=true}} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 660 || +1 || +10 || +5 || +30 || {{Агрессия (Long War) |icon=true}}{{Адаптивный Костный Мозг (Long War) |icon=true}}{{Нейросмягчение (Long War) |icon=true}} || 8 || Башар<br />
|- align="center" style="background-color:#FDD"<br />
| 660 || - || - || - || - || {{Осколочные Боеприпасы (Long War) |icon=true}} || 9 || Элитный Мутон Преторианец<br />
|}<br />
<br />
===Сектопод===<br />
{{Unit Stat Box LW<br />
|appears=364<br />
|appears2=280<br />
|picture=[[File:Sectopod 1 (EU2012).png|128px]]<br />
|damage=7 - 27<br />
|hp=35 - 60<br />
|aim=70 - 80<br />
|crit=8<br />
|dr=3 - 9<br />
|defense=0<br />
|move=12<br />
|will=0<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 />
*The Sectopod's attacks have different base damage values. The Sectopod chest cannon has a base damage of 11, the normal cannon has a base damage of 9, and the Cluster Bomb has a base damage of 7.<br />
*Sectopods do not need to reload; both their chest and "normal" (green) cannon are supplied with infinite ammo.<br />
*Furthermore, the ''Disabling Shot'' perk will ONLY damage the chest cannon, not the green cannon.<br />
<br />
''Rewards:'' Sectopod Wrecks are needed for autopsy (3) and EMP Cannons (1).<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=7 ~ 11* | level1-hp=35 | level1-aim=70 | level1-crit=8 | level1-defense=0 | level1-mobility=12 | level1-will=0 <br />
| level2-damage=7 ~ 11* | level2-hp=35 | level2-aim=75 | level2-crit=8 | level2-defense=0 | level2-mobility=12 | level2-will=0 <br />
| level3-damage=7 ~ 11* | level3-hp=35 | level3-aim=80 | level3-crit=8 | level3-defense=0 | level3-mobility=12 | level3-will=0 <br />
| level4-damage=9 ~ 13* | level4-hp=35 | level4-aim=80 | level4-crit=8 | level4-defense=0 | level4-mobility=12 | level4-will=0 <br />
| perks={{ListPerks (Long War)| {{Пушечный Огонь (Long War) |icon=true}} | {{Кластерная Бомба (Long War) |icon=true}} | {{Взрыв (Long War) |icon=true}} | {{Закаленный (Long War) |icon=true}} | {{Робототехника (Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 || - || - || - || - || +1 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 120 || - || - || - || - || +1 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 240 || - || - || - || - || +1 || - || - || - || - || - || - || -<br />
|- align="center"<br />
| 360 || - || - || - || - || +1 || - || - || - || - || - || - || -<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 />
|+ Прогресс параметров лидера<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 />
| 40 || - || - || - || - || - || 1 || -<br />
|- align="center"<br />
| 80 || - || - || - || - || - || 2 || -<br />
|- align="center"<br />
| 360 || - || +5 || - || - || {{Ремонтные Сервомоторы (Long War) |icon=true}} || 3 || -<br />
|- align="center"<br />
| 420 || - || +5 || - || - || {{Кумулятивные Боеприпасы (Long War) |icon=true}} || 4 || Сектопод Разрушитель<br />
|- align="center"<br />
| 660 || - || +5 || - || - || - || 5 || -<br />
|- align="center"<br />
| 720 || - || +5 || - || - || {{Реактивные Прицельные Датчики (Long War) |icon=true}} || 6 || Потрошитель<br />
|- align="center"<br />
| 999 || - || - || - || - || {{Свинцовый Дождь (Long War) |icon=true}} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 999 || - || +35 || +30 || - || {{Поглощающие Поля (Long War) |icon=true}} || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 999 || - || - || - || - || {{Объединенные Действия (Long War) |icon=true}} || 9 || Титан<br />
|}<br />
<br />
===Эфириал===<br />
{{Unit Stat Box LW<br />
|appears=336<br />
|appears2=308<br />
|picture=[[File:Ethereal_(EU2012).png|128px]]<br />
|damage=13 - 16<br />
|hp=20 - 40<br />
|aim=90<br />
|crit=0<br />
|defense=40 - 45<br />
|move=12<br />
|will=135 - 190<br />
|regen=4 - 10<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. Ethereals will reflect any shots taken at them which roll as misses (except overwatch shots), dealing 33% damage to the attacker. This means any non-overwatch shots will be either hits or reflections, so taking high-percentage shots is particularly important against Ethereals. Explosives and stuns cannot be reflected. The Ethereal's Psionic Lance is a cross between psionic power and weapon. It has no cooldown, and its 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 />
''Rewards:'' Captured Ethereals carry nothing and only three of their corpses are needed for an autopsy. Interrogating an Ethereal gives research bonus to all remaining technologies and Foundry projects.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=10 | level1-hp=20 | level1-aim=90 | level1-crit=0 | level1-defense=40 | level1-mobility=12 | level1-will=120 <br />
| level2-damage=10 | level2-hp=20 | level2-aim=95 | level2-crit=0 | level2-defense=40 | level2-mobility=12 | level2-will=120 <br />
| level3-damage=10 | level3-hp=20 | level3-aim=100 | level3-crit=0 | level3-defense=40 | level3-mobility=12 | level3-will=145 <br />
| level4-damage=12 | level4-hp=20 | level4-aim=100 | level4-crit=0 | level4-defense=40 | level4-mobility=12 | level4-will=155 <br />
| perks={{ListPerks (Long War)| {{Адаптивный Костный Мозг (Long War) |icon=true}} | {{Закаленный (Long War) |icon=true}} | {{Контроль над Разумом (Long War) |icon=true}} | {{Тупоумие (Long War) |icon=true}} | {{Вампиризм (Long War) |icon=true}} | {{Разлом (Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 || +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 />
|+ Прогресс параметров лидера<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 || {{Искажающее Поле (Long War) |icon=true}} || 1 || -<br />
|- align="center"<br />
| 390 || - || +2 || - || +4 || {{Поглощающая Броня (Long War) |icon=true}} || 2 || -<br />
|- align="center"<br />
| 420 || - || +2 || - || +4 || - || 3 || -<br />
|- align="center"<br />
| 450 || - || +2 || - || +4 || {{Спринтер (Long War) |icon=true}} || 4 || -<br />
|- align="center"<br />
| 480 || - || +2 || - || +5 || {{Палач (Long War) |icon=true}} || 5 || -<br />
|- align="center"<br />
| 510 || +3 || +5 || - || +5 || - || 6 || -<br />
|- align="center"<br />
| 540 || +3 || +5 || - || +15 || {{Общий Вид (Long War) |icon=true}} || 7 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 540 || +3 || +5 || - || +15 || - || 8 || -<br />
|- align="center" style="background-color:#FDD"<br />
| 540 || +3 || +5 || - || +15 || {{Объединенные Действия (Long War) |icon=true}} || 9 ||Эфириал Сверхразум<br />
|}<br />
<br />
===Высший Эфириал===<br />
{{Unit Stat Box LW<br />
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]<br />
|damage=10<br />
|hp=60<br />
|aim=110<br />
|crit=0<br />
|defense=50 - 80<br />
|move=12<br />
|will=200 - 230<br />
|regen=15<br />
}}<br />
The ultimate Ethereal. He is immune to stun and Mind Control, and receives 15 Damage Reduction from every nearby live Ethereal.<br />
<br />
''Rewards:'' Winning the game.<br />
<br />
{{Alien Difficulty Table (Long War)<br />
| level1-damage=10 | level1-hp=60 | level1-aim=110 | level1-crit=0 | level1-defense=50 | level1-mobility=12 | level1-will=200 <br />
| level2-damage=10 | level2-hp=60 | level2-aim=115 | level2-crit=0 | level2-defense=50 | level2-mobility=12 | level2-will=200 <br />
| level3-damage=10 | level3-hp=60 | level3-aim=120 | level3-crit=0 | level3-defense=55 | level3-mobility=12 | level3-will=225 <br />
| level4-damage=14 | level4-hp=60 | level4-aim=120 | level4-crit=0 | level4-defense=60 | level4-mobility=12 | level4-will=235 <br />
| perks={{ListPerks (Long War)| {{Поглощающие Поля (Long War) |icon=true}} | {{Адаптивный Костный Мозг (Long War) |icon=true}} | {{Близкий Контакт (Long War) |icon=true}} | {{Закаленный (Long War) |icon=true}} | {{Молниеносные Рефлексы (Long War) |icon=true}} | {{Поглощающая Броня (Long War) |icon=true}} | {{Общий Вид (Long War) |icon=true}} | {{Stun Immune (Long War)}} }}<br />
| perks2={{ListPerks (Long War)| {{Искажающее Поле (Long War) |icon=true}} | {{Контроль над Разумом (Long War) |icon=true}} | {{Тупоумие (Long War) |icon=true}} | {{Вампиризм (Long War) |icon=true}} | {{Разлом (Long War) |icon=true}} }}<br />
}}<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" width="90%" <br />
|- <br />
|+ Прогресс параметров рядовых и навигаторов <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 || - || - || - || - || - || - || - || - || +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: Long War (Russian)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Panic_(Long_War)&diff=100070Panic (Long War)2021-03-05T11:34:24Z<p>Neverim: /* Mission Panic Values */</p>
<hr />
<div>{{Toc (Long War)|22}}<br />
<br />
Panic in Long War is a smooth scale from 0-100, not the 5-point scale as seen in EU2012. For more details, on how panic relates to council members, see [[The Council (Long War)]].<br />
<br />
==Mission Panic Values==<br />
* [[Alien_Missions_(Long_War)#Air_Raid|Air raid]] / Bombing run: +8 (Can be reduced by damaging the UFO, escaped UFO panic *also* applies)<br />
* Terror mission: +2 per civilian in country, +1 per civilian across continent (stacks, the country where the terror mission takes place is actually gaining +3 panic per dead civilian)<br />
* Terror mission failure/abort: Country suffering from terror mission leaves immediately, +20 across continent<br />
* Shooting down/raiding a UFO: -2 (You would get -2 for shooting down a UFO, then another -2 for raiding it)<br />
* Escaped ufo: +2 (reduced by any damage dealt)<br />
* Launching a satellite: -10 in country, no change across continent<br />
* Losing a satellite: +25 in country, +5 across continent<br />
* Raiding an alien base: -20 in country, -5 across continent<br />
* Raiding Exalt base: -5 worldwide<br />
* Thwarting an abduction: -2<br />
* Failing an abduction: +25 in country, +20 across continent for classic and harder.<br />
* Council mission "Bomb Disposal" reward: -40<br />
* Other council mission reward: ??<br />
* Alien entertainment reward: ??<br />
* Completing a covert operation: -20<br />
<br />
Note that there is also a 50% chance of adding +15 panic to any panic causing event if there is an active and hidden EXALT cell on the same continent as the target country. For example, an ignored and successful air raid in France has a 50% chance of causing +25 panic total if there is an active and hidden EXALT cell somewhere in Europe.<br />
<br />
==Country Defection==<br />
At the end of the month, a country may leave the council if their panic is too high (i.e. > 95). Note that aliens can run an [[Alien_Missions_(Long_War)#Infiltration|infiltration mission]] to cause a country to leave immediately.<br />
<br />
* Chance of defection, no sats nearby: current panic level (ie, at least 95%)<br />
* Chance of defection, one or more sat on same continent: 90%<br />
* Chance of defection, country has sat: 50%<br />
<br />
==Satellite Panic Reduction==<br />
Once per month, satellites can help control panic:<br />
<br />
* 50% chance of -5 panic if Panic > 95<br />
* 10% chance of -5 panic if Panic > 80<br />
* no reduction if panic < 80<br />
<br />
[[Category: Long War]]<br />
[[Category: Situation Room (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&diff=100069Air Combat (Long War)2021-03-05T09:57:50Z<p>Neverim: /* Interceptor Weapons */ add images</p>
<hr />
<div>{{Toc (Long War)|60}}<br />
<br />
==Overview==<br />
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and weaknesses, therefore they will become much better at shooting down alien craft: sortie experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get 'critical hits', with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.<br />
<br />
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It's more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.<br />
<br />
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth's skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. <br />
<br />
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.<br />
<br />
As you progress, each type of UFO's statistics also increase, from general 'health' to firing rates, as to keep you on your toes; so don't expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut "UFO X can be brought down by Interceptor Y" table. As such, the Long War's [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.<br />
<br />
If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month.<br />
<br />
===Damaging UFOs===<br />
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.<br />
<br />
Some UFOs will wander about a country's airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO's mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.<br />
<br />
Other UFOs will have a set flight path, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Assault Carriers and Abductors.<br />
<br />
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys: specifically, it is the strength of the killshot that determines the UFO's survival.<br />
<br />
According to johnnylump on the [http://forums.nexusmods.com/index.php?/topic/2967954-beta-15e-final-feedback/page-41 Nexus Forums], <br />
<br />
* When a UFO lands it is either conducting a harvest mission (gain resources) or a research mission (gain research). Research missions happen only in countries with satellites -- this is an alien recon-in-force that's a direct attempt to engage XCOM. <br />
<br />
* Harvest missions ''try'' to avoid countries with satellites, with a greater chance when alien aggro is high, but they pay a resource penalty when they do (representing a second-best, safer option.) <br />
<br />
* Damage to UFOs, or losses on the ground, have no bearing on research points or resources gained from the mission ... if the UFO survives, it gets full value. <br />
<br />
* Damage to UFOs in the air does deduct resources as a repair cost, which is calculated separately from harvest gains.<br />
<br />
===Interceptor Weapons and Stances===<br />
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn't high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.<br />
<br />
When launching you can set a combat stance for your interceptors as they launch on a mission:<br />
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.<br />
* Balanced plays out like normal.<br />
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.<br />
Mathematically and not accounting for interception time, this means that Aggressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.<br />
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Aggressive is the most time-effective stance.<br />
<br />
===UFO Flight Patterns===<br />
UFOs can fly at three altitudes: "High", "Low" and "NOE" ("Nap of the Earth,"). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. UFOs at low altitude are likely to be scouting satellites, so they must be dealt with. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it's material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.<br />
<br />
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.<br />
<br />
===Strategic Plan===<br />
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. <br />
* After some time, sticking with conventional weapons will leave you totally outgunned. Next you'll want to upgrade to Laser and Phoenix cannons: Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stances, while the Phoenix Cannon is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.<br />
*Eventually, you may be able to purchase the Guass/Coilgun and Supercapacitor Foundry projects for the Phoenix and Laser Cannon: these vastly upgrade every aspect of these mid-level aerial weapons<br />
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.<br />
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They're built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror Mission ships.<br />
<br />
===Interception Strategy===<br />
* You can have more than six interceptors when you defend one continent. store your spare interceptors on the other continents and make them rotate.<br />
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. <br />
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.<br />
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.<br />
* Pressing escape instantly after aborting, reselecting mission control and the UFO will allow you to send a new interceptor out without having to wait for the first one to fly back to base. If the interceptor you aborted with wasn't damaged, you can even send the same interceptor back mid-air and instantly re-engage, without having to fly back & forth and refuel.<br />
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage. <br />
* Use modules in tough situations when you need an extra boost to get the job done.<br />
* Although Wingtip Sparrowhawks are an ''expensive'' investment, they are an option to consider pushing for as soon as you can:<br />
** Their Foundry project can be unlocked fairly early.<br />
** They don't have any artifact costs, like rare Power Sources or a high number of corpses.<br />
** The long development time means you want to get them underway as soon as you can.<br />
** The mass-firing tactic they present for inaccurate pilots helps in early-game, when just causing damage is difficult.<br />
*** Especially for dealing with Satt-hunting UFOs: when you just need to get them to 50% health as soon as you can so they leave your satellites alone, while giving the aliens less time to damage your own craft (ie: DPS race).<br />
** Lastly: they are a permanent upgrade to all current and future XCOM craft, which only needs to be made once, and can't be lost alongside downed interceptors.<br />
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.<br />
* If/once you get enough EMP Cannons to be distributed throughout each continent's squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.<br />
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won't be much larger than if shot down with other weapons.<br />
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent/country in particular (more commonly whichever continent/country has the highest Panic level, but attention of whichever one has XCOM HQ is also to be expected), meaning that you'll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.<br />
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it'll take to repair a single fighter.<br />
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don't get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.<br />
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.<br />
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.<br />
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as 'long range', approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.<br />
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.<br />
*As mentioned, the aliens will most often focus their efforts on wherever they have the greatest foothold: expect Terror Ships and Assault Carriers on any country that's in the red, as the aliens commit Terror Missions in order to send a country over the edge to withdraw from the Council. So, be prepared to swap out any of your aircraft with those stationed in other continents, even if it only got dinged on a smaller UFO: this screening tactic the aliens may use can lead to you trying to fend off the larger UFOs with insufficient weapons and craft.<br />
**Ergo: If repair time is longer than transit time, swap it.<br />
**That goes double if it's been a while since you downed one of the larger UFOs: that may be a sign that they're making the down payment on the resource cost to send something big your way.<br />
**So once you got a Firestorm built: guess where it should go?<br />
<br />
==Damage Calculations==<br />
*Armor Mitigation = Target Armor - Armor Penetration [%]<br />
**0% is the minimum Armor Mitigation and 95% is the maximum<br />
*Base Damage = Weapon Damage * (1 - Armor Mitigation)<br />
*Crit Chance = (Armor Penetration - Target Armor) / 2 [%]<br />
**5% is the minimum Crit Chance and 25% is the maximum<br />
**A successful Crit multiplies damage by 2<br />
*Total damage is then randomized to between 100% and 150% of its current value<br />
*For XCOM Aircraft:<br />
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1<br />
**Total damage is also multiplied by 1 + (Pilot Kills / 100)<br />
<br />
Examples: <br />
* Avalanche Missiles (340 damage, 0% armor penetration) vs Fighter (armor 60%): no armor is penetrated, so 60% of damage is blocked, and the Avalanche has an effective damage of 136-204.<br />
* Laser Cannon (290 damage, 25% armor penetration) vs Fighter (armor 60%): effective armor mitigation value of 60%-25%=35%. Consequently, 35% of the damage is blocked, and the Laser has an effective damage of 188-282.<br />
* Stingray Missiles (200 damage, 50% armor penetration) vs Fighter (armor 60%): armor mitigation value of 60%-50%=10%. Only 10% of damage is blocked, the Stingray has an effective damage of 180-270.<br />
* Avalanche Missiles (340 damage, 0% armor penetration) vs Overseer (armor 200%): 200% damage blocked (nonsense) gets corrected to 95% damage blocked, effective damage is 17-26.<br />
* EMP Cannon (310 damage, 150% armor penetration) vs Scout (armor 0%): armor mitigation is 0%-150%=-150%. However, damage is never increased due to penetration, so this gets corrected to 0% resulting in effective damage of 310-465.<br />
<br />
Note that in the above example while the Laser Cannon and Stingray Missiles are about equal on a per-hit basis, the Laser Cannon is more effective in combat due to its higher rate of fire and higher accuracy.<br />
<br />
==Tables==<br />
===UFO Types===<br />
{| class="wikitable" width="100%" <br />
|- <br />
! UFO Type || Health || Armor || Penetration || Firepower || Description <br />
|-align="center"<br />
|<div style="background:#333333">[[Image: UFO-Analysis_Scout.png|center|128x64px]]</div> '''[[UFOs (Long War)#Scout|Scout]]'''|| 750 || 0% || 15% || 1x Single Plasma || The speedy Scout-class UFO is fortunately within Earth's native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. <br />
|-align="center"<br />
|<div style="background:#333333">[[Image: UFO-Analysis_Fighter.png|center|128x64px]]</div> '''[[UFOs (Long War)#Fighter|Fighter]]'''|| 850 || 60% || 35% || 1x Single Plasma || The alien Fighter, while similar in outward appearance to the Scout, is much better protected. Armor-piercing weapons like our Stingray Missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.<br />
|-align="center"<br />
|<div style="background:#333333">[[Image: UFO-Analysis_Raider.png|center|128x64px]]</div> '''[[UFOs (Long War)#Raider|Raider]]'''|| 1500 || 25% || 35% || 1x Single Plasma || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.<br />
|-align="center"<br />
|<div style="background:#333333">[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]</div> '''[[UFOs (Long War)#Destroyer|Destroyer]]'''|| 1600 || 90% || 75% || 1x Single Plasma || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.<br />
|-align="center"<br />
|<div style="background:#333333">[[Image: UFO-Analysis_Abductor.png|center|128x64px]]</div> '''[[UFOs (Long War)#Abductor|Abductor]]'''|| 4000 || 160% || 10% || 1x Double Plasma || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. <br />
|-align="center"<br />
|<div style="background:#333333">[[Image: UFO-Analysis_Harvester.png|center|128x64px]]</div> '''[[UFOs (Long War)#Harvester|Harvester]]'''|| 6000 || 100% || 15% || 1x Double Plasma || The Harvester class of UFO seems to have one role - to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.<br />
|-align="center"<br />
|<div style="background:#333333">[[Image: UFO-Analysis_Transport.png|center|128x64px]]</div> '''[[UFOs (Long War)#Transport|Transport]]'''|| 5000 || 160% || 0% || 1x Double Plasma || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. <br />
|-align="center"<br />
|<div style="background:#333333">[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]</div> '''[[UFOs (Long War)#Terror Ship|Terror Ship]]'''|| 6000 || 125% || 0% || 1x Double Plasma || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.<br />
|-align="center"<br />
|<div style="background:#333333">[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]</div> '''[[UFOs (Long War)#Assault Carrier|Assault Carrier]]'''|| 8000 || 140% || 90% || 1x Double Plasma, 1x Single Plasma || The Assault Carrier, while built on a battleship hull, lacks some of its sister's firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. <br />
|-align="center"<br />
|<div style="background:#333333">[[Image: UFO-Analysis_Battleship.png|center|128x64px]]</div> '''[[UFOs (Long War)#Battleship|Battleship]]'''|| 9000 || 180% || 125% || 1x Fusion Lance || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. <br />
|-align="center"<br />
|<div style="background:#333333">[[Image: UFO-Analysis_Overseer.png|center|128x64px]]</div> '''[[UFOs (Long War)#Overseer|Overseer]]'''|| 2500 || 200% || 125% || 1x Double Plasma, 1x Single Plasma || This class of ship appears to be used as a airborne command center for the Ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.<br />
|}<br />
<br />
===Aircraft===<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2"|Health!!rowspan="2"|Armor!!rowspan="2"|Penetration!!rowspan="2"|Speed!!colspan="2"|Prerequisites!!colspan="6"|Cost!!Maintenance<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}||{{Maintenance cost (Long War)}}<br />
|-align="center"<br />
|[[File:Inv Skyranger.png|128px|link=Air Combat (Long War)#Aircraft|Skyranger]]<br />'''[[Air Combat (Long War)#Aircraft|Skyranger]]'''||colspan="4"|Can't be damaged or destroyed||colspan="8"|XCOM starts with one, unable to produce more||title="Cost in Credits"|20<br />
|-align="center"<br />
|[[File:Inv Satellite.png|128px|link=Air Combat (Long War)#Aircraft|Satellite]]<br />'''[[Air Combat (Long War)#Aircraft|Satellite]]'''||colspan="4"|Increases funding and provides unique bonuses|| ||10||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(7)|| ||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)|| <br />
|-align="center"<br />
|[[File:Inv Interceptor.png|128px|link=Air Combat (Long War)#Aircraft|Interceptor]]<br />'''[[Air Combat (Long War)#Aircraft|Interceptor]]'''||2500||25%||0%||10|| || ||title="Cost in Credits"|200|| || || || ||title="Duration in days"|3&nbsp;days||title="Cost in Credits"|40<br />
|-align="center"<br />
|[[File:Inv Firestorm.png|128px|link=Air Combat (Long War)#Aircraft|Firestorm]]<br />'''[[Air Combat (Long War)#Aircraft|Firestorm]]'''||4000||125%||25%||15||[[Research (Long War)#Materials and Aerospace|Alien Propulsion]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|750<br />(1125)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|180<br />(270)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(30)||8 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computers]]<br />4 [[Alien Artifacts (Long War)#Alien devices|UFO Power Sources]]||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14.0&nbsp;days)||title="Cost in Credits"|50<br />
|}<br />
<br />
===Interceptor Weapons===<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2"|Hit chance!!rowspan="2"|Damage!!rowspan="2"|Penetration!!rowspan="2"|Firing<br />cooldown!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Avalanche Missiles Long War.png|128px|link=Air Combat (Long War)#Interceptor Weapons|Avalanche Missiles]]<br />'''[[Air Combat (Long War)#Interceptor Weapons|Avalanche Missiles]]'''||title="Def / Bal / Agg "|25% / 40% / 55%||340<br />(170 per second)||0%||2.0 second||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Stingray Missiles Long War.png|128px|link=Air Combat (Long War)#Interceptor Weapons|Stingray Missiles]]<br />'''[[Air Combat (Long War)#Interceptor Weapons|Stingray Missiles]]'''||title="Def / Bal / Agg "|25% / 40% / 55%||200<br />(133 per second)||50%||1.5 second||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Phoenix Coilgun Long War.png|128px|link=Air Combat (Long War)#Interceptor Weapons|Phoenix Cannon]]<br />'''[[Air Combat (Long War)#Interceptor Weapons|Phoenix Cannon]]'''||title="Def / Bal / Agg "|25% / 40% / 55%||140<br />(183 per second)||25%||0.75 second||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48<br />
|-align="center"<br />
|[[File:Phoenix Coilgun Long War.png|128px|link=Air Combat (Long War)#Interceptor Weapons|Phoenix Cannon]]<br />'''[[Air Combat (Long War)#Interceptor Weapons|Phoenix Coilgun]]'''||title="Def / Bal / Agg "|25% / 40% / 55%||230<br />(307 per second)||90%||0.75 second||[[Foundry (Long War)#Aerospace Improvements|Phoenix Coilguns (Foundry)]]|| || || || || || || ||<br />
|-align="center"<br />
|[[File:Laser Cannon Long War.png|128px|link=Air Combat (Long War)#Interceptor Weapons|Laser Cannon]]<br />'''[[Air Combat (Long War)#Interceptor Weapons|Laser Cannon]]'''||title="Def / Bal / Agg "|40% / 55% / 70%||290<br />(290 per second)||25%||1.0 second||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|160<br />(240)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(6)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||64<br />
|-align="center"<br />
|[[File:Laser Cannon Long War.png|128px|link=Air Combat (Long War)#Interceptor Weapons|Laser Cannon]]<br />'''[[Air Combat (Long War)#Interceptor Weapons|Pulse Cannon]]'''||title="Def / Bal / Agg "|40% / 55% / 70% ||300<br />(400 per second)||55%||0.75 second||[[Foundry (Long War)#Aerospace Improvements|Supercapacitors (Foundry)]]|| || || || || || || ||<br />
|-align="center"<br />
|[[File:Plasma Cannon Long War.png|128px|link=Air Combat (Long War)#Interceptor Weapons|Plasma Cannon]]<br />'''[[Air Combat (Long War)#Interceptor Weapons|Plasma Cannon]]'''||title="Def / Bal / Agg "|25% / 40% / 55%||650<br />(650 per second)||110%||1.0 second||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title="Cost in Credits&#10;(Cost when building quickly)"|500<br />(750)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(19)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||200<br />
|-align="center"<br />
|[[File:EMP Cannon Long War.png|128px|link=Air Combat (Long War)#Interceptor Weapons|EMP Cannon]]<br />'''[[Air Combat (Long War)#Interceptor Weapons|EMP Cannon]]'''||title="Def / Bal / Agg "|15% / 30% / 45%||310<br />(563 per second)||150%||0.55 second||[[Research (Long War)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|575<br />(862)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|160<br />(240)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(16)||1 [[Alien Artifacts (Long War)#Aliens|Sectopod Wreck]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||230<br />
|-align="center"<br />
|[[File:Fusion Lance Long War.png|128px|link=Air Combat (Long War)#Interceptor Weapons|Fusion Lance]]<br />'''[[Air Combat (Long War)#Interceptor Weapons|Fusion Lance]]'''||title="Def / Bal / Agg "|15% / 30% / 45%||1200<br />(960 per second)||130%||1.25 second||[[Research (Long War)#Plasma Weapons|Fusion Weapons]]||120||title="Cost in Credits&#10;(Cost when building quickly)"|800<br />(1200)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(62)||1 [[Alien Artifacts (Long War)#Alien devices|Fusion Core]]||title="Duration in days&#10;(Duration when building quickly)"|25&nbsp;days<br />(12.5&nbsp;days)||320<br />
|}<br />
<br />
===Modules===<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:UFO Tracking Long War.png|128px|link=Air Combat (Long War)#Modules|UFO Tracking (Boost)]]<br />'''[[Air Combat (Long War)#Modules|UFO Tracking (Boost)]]'''||Increases the duration of this air combat||[[Research (Long War)#Materials and Aerospace|Alien Materials]]<br />[[Foundry (Long War)#Aerospace Improvements|Aircraft Boosters]]||12||title="Cost in Credits&#10;(Cost when building quickly)"|15<br />(22)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(3)||2 [[Alien Artifacts (Long War)#Aliens|Drone Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||6<br />
|-align="center"<br />
|[[File:Defense Matrix Long War.png|128px|link=Air Combat (Long War)#Modules|Defense Matrix (Dodge)]]<br />'''[[Air Combat (Long War)#Modules|Defense Matrix (Dodge)]]'''||Dodges the next two incoming attacks||[[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]]<br />[[Foundry (Long War)#Aerospace Improvements|Aircraft Boosters]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(3)||2 [[Alien Artifacts (Long War)#Aliens|Cyberdisc Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||10<br />
|-align="center"<br />
|[[File:Uplink Targeting Long War.png|128px|link=Air Combat (Long War)#Modules|Uplink Targeting (Aim)]]<br />'''[[Air Combat (Long War)#Modules|Uplink Targeting (Aim)]]'''||Automatically hits the next two attacks||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (Long War)#Aerospace Improvements|Aircraft Boosters]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Elerium&#10;(Cost when building quickly)"|1<br />(1)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(3)||3 [[Alien Artifacts (Long War)#Aliens|Floater Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8<br />
|}<br />
<br />
==See also==<br />
* [[Foundry (Long War)#Aerospace Improvements|Aerospace Improvements]]<br />
* [[Hangar (Long War)|Hangar]]<br />
* [[UFOs (Long War)|UFOs]]<br />
<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Panic_(Long_War)&diff=100013Panic (Long War)2021-02-26T13:17:42Z<p>Neverim: /* Mission Panic Values */</p>
<hr />
<div>{{Toc (Long War)|22}}<br />
<br />
Panic in Long War is a smooth scale from 0-100, not the 5-point scale as seen in EU2012. For more details, on how panic relates to council members, see [[The Council (Long War)]].<br />
<br />
==Mission Panic Values==<br />
* [[Alien_Missions_(Long_War)#Air_Raid|Air raid]] / Bombing run: +8 (Can be reduced by damaging the UFO, escaped UFO panic *also* applies)<br />
* Terror mission: +2 per civilian in country, +1 per civilian across continent (stacks, the country where the terror mission takes place is actually gaining +3 panic per dead civilian)<br />
* Terror mission failure/abort: Country suffering from terror mission leaves immediately, +20 across continent<br />
* Shooting down/raiding a UFO: -2 (You would get -2 for shooting down a UFO, then another -2 for raiding it)<br />
* Escaped ufo: +2 (reduced by any damage dealt)<br />
* Launching a satellite: -10 in country, no change across continent<br />
* Losing a satellite: +25 in country, +5 across continent<br />
* Raiding an alien base: -20 in country, -5 across continent<br />
* Raiding Exalt base: -5 worldwide<br />
* Thwarting an abduction: -2<br />
* Failing an abduction: +25 in country, +20 across continent for classic and harder.<br />
* Council mission reward: -40<br />
* Alien entertainment reward: ??<br />
* Completing a covert operation: -20<br />
<br />
Note that there is also a 50% chance of adding +15 panic to any panic causing event if there is an active and hidden EXALT cell on the same continent as the target country. For example, an ignored and successful air raid in France has a 50% chance of causing +25 panic total if there is an active and hidden EXALT cell somewhere in Europe.<br />
<br />
==Country Defection==<br />
At the end of the month, a country may leave the council if their panic is too high (i.e. > 95). Note that aliens can run an [[Alien_Missions_(Long_War)#Infiltration|infiltration mission]] to cause a country to leave immediately.<br />
<br />
* Chance of defection, no sats nearby: current panic level (ie, at least 95%)<br />
* Chance of defection, one or more sat on same continent: 90%<br />
* Chance of defection, country has sat: 50%<br />
<br />
==Satellite Panic Reduction==<br />
Once per month, satellites can help control panic:<br />
<br />
* 50% chance of -5 panic if Panic > 95<br />
* 10% chance of -5 panic if Panic > 80<br />
* no reduction if panic < 80<br />
<br />
[[Category: Long War]]<br />
[[Category: Situation Room (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=%D0%9F%D0%B0%D0%BD%D0%B8%D0%BA%D0%B0_(Long_War)&diff=100012Паника (Long War)2021-02-26T12:08:40Z<p>Neverim: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
<br />
Паника в Long War - это значения от 0 до 100, а не шкала, кратная 5, как в EU2012. Для более подробной информации о том, как паника влияет на членов совета, см. [[Совет (длинная война)]].<br />
<br />
== Изменения паники ==<br />
<br />
* [[Alien_Missions_ (Long_War) #Air_Raid | Воздушный рейд]] / Бомбардировка: +8 (может быть уменьшена повреждением НЛО, сбежала паника НЛО * также *)<br />
* Террористическая миссия: +2 на одного гражданского населения в стране, +1 на одного гражданского человека по всему континенту (страна, где проходит террористическая миссия, фактически набирает +3 паники на одного мертвого гражданского)<br />
* Провал или отказ от террористической миссии: страна, страдающая от террористической миссии, уходит немедленно, +20 по континенту<br />
* Уничтожение / зачистка сбитого НЛО: -2<br />
* Не сбитый ufo: +2 (уменьшается на любой нанесенный урон)<br />
* Запуск спутника: -10 в стране, без изменений по всему континенту<br />
* Потеря спутника: +25 в стране, +5 по континенту<br />
* Взятие базы пришельцев: -20 в стране, -5 по континенту<br />
* Уничтожение базы Exalt: -5 по всему миру<br />
* Преодоление похищения: -2<br />
* Провал миссии похищения: +25 в стране, +20 по континенту для классических и более сложных.<br />
* Награда за миссию Совета: ??<br />
* Чужой развлекательный приз: ??<br />
* Завершение скрытой операции: -20<br />
<br />
Обратите внимание, что есть 50%-ый шанс добавить +15 панику к любому событию, вызывающему панику, если есть активная и скрытая ячейка EXALT на том же континенте, что и целевая страна. Например, проигнорированный и успешный воздушный налет во Франции имеет 50%-ный шанс вызвать +25 паники, если в Европе есть активная и скрытая ячейка EXALT.<br />
<br />
== Шанс выхода страны ==<br />
<br />
В конце месяца страна может покинуть совет, если их паника слишком высока (то есть выше 95). Обратите внимание, что инопланетяне могут запустить миссию [[Alien_Missions_ (Long_War) #Infiltration | инфильтрация]], чтобы немедленно захватить страну.<br />
<br />
* Шанс выхода страны без спутника: текущий уровень паники (т.е. не менее 95%)<br />
* Шанс выхода страны, когда один или несколько спутников есть на этом континенте: 90%<br />
* Шанс выхода страны со спутником: 50%<br />
<br />
== Сокращение паники от спутника ==<br />
<br />
Один раз в месяц спутники могут помочь контролировать панику:<br />
<br />
* 50% шанс -5 паники, если паника > 95<br />
* 10% шанс -5 паники, если паника > 80<br />
* без уменьшения при панике <80<br />
<br />
[[Категория: Длинные войны]]<br />
[[Категория: Ситуационная комната (длинная война)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=%D0%9F%D0%B0%D0%BD%D0%B8%D0%BA%D0%B0_(Long_War)&diff=100011Паника (Long War)2021-02-26T12:07:20Z<p>Neverim: /* Спутник Паническое сокращение */</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
<br />
Паника в долгой войне - это плавный масштаб от 0 до 100, а не 5-балльная шкала, как показано в EU2012. Для более подробной информации о том, как паника относится к членам совета, см. [[Совет (длинная война)]].<br />
<br />
== Изменения паники ==<br />
<br />
* [[Alien_Missions_ (Long_War) #Air_Raid | Воздушный рейд]] / Бомбардировка: +8 (может быть уменьшена повреждением НЛО, сбежала паника НЛО * также *)<br />
* Террористическая миссия: +2 на одного гражданского населения в стране, +1 на одного гражданского человека по всему континенту (страна, где проходит террористическая миссия, фактически набирает +3 паники на одного мертвого гражданского)<br />
* Провал или отказ от террористической миссии: страна, страдающая от террористической миссии, уходит немедленно, +20 по континенту<br />
* Уничтожение / зачистка сбитого НЛО: -2<br />
* Не сбитый ufo: +2 (уменьшается на любой нанесенный урон)<br />
* Запуск спутника: -10 в стране, без изменений по всему континенту<br />
* Потеря спутника: +25 в стране, +5 по континенту<br />
* Взятие базы пришельцев: -20 в стране, -5 по континенту<br />
* Уничтожение базы Exalt: -5 по всему миру<br />
* Преодоление похищения: -2<br />
* Провал миссии похищения: +25 в стране, +20 по континенту для классических и более сложных.<br />
* Награда за миссию Совета: ??<br />
* Чужой развлекательный приз: ??<br />
* Завершение скрытой операции: -20<br />
<br />
Обратите внимание, что есть 50%-ый шанс добавить +15 панику к любому событию, вызывающему панику, если есть активная и скрытая ячейка EXALT на том же континенте, что и целевая страна. Например, проигнорированный и успешный воздушный налет во Франции имеет 50%-ный шанс вызвать +25 паники, если в Европе есть активная и скрытая ячейка EXALT.<br />
<br />
== Шанс выхода страны ==<br />
<br />
В конце месяца страна может покинуть совет, если их паника слишком высока (то есть выше 95). Обратите внимание, что инопланетяне могут запустить миссию [[Alien_Missions_ (Long_War) #Infiltration | инфильтрация]], чтобы немедленно захватить страну.<br />
<br />
* Шанс выхода страны без спутника: текущий уровень паники (т.е. не менее 95%)<br />
* Шанс выхода страны, когда один или несколько спутников есть на этом континенте: 90%<br />
* Шанс выхода страны со спутником: 50%<br />
<br />
== Сокращение паники от спутника ==<br />
<br />
Один раз в месяц спутники могут помочь контролировать панику:<br />
<br />
* 50% шанс -5 паники, если паника > 95<br />
* 10% шанс -5 паники, если паника > 80<br />
* без уменьшения при панике <80<br />
<br />
[[Категория: Длинные войны]]<br />
[[Категория: Ситуационная комната (длинная война)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=%D0%9F%D0%B0%D0%BD%D0%B8%D0%BA%D0%B0_(Long_War)&diff=100010Паника (Long War)2021-02-26T12:06:30Z<p>Neverim: /* Страховка */</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
<br />
Паника в долгой войне - это плавный масштаб от 0 до 100, а не 5-балльная шкала, как показано в EU2012. Для более подробной информации о том, как паника относится к членам совета, см. [[Совет (длинная война)]].<br />
<br />
== Изменения паники ==<br />
<br />
* [[Alien_Missions_ (Long_War) #Air_Raid | Воздушный рейд]] / Бомбардировка: +8 (может быть уменьшена повреждением НЛО, сбежала паника НЛО * также *)<br />
* Террористическая миссия: +2 на одного гражданского населения в стране, +1 на одного гражданского человека по всему континенту (страна, где проходит террористическая миссия, фактически набирает +3 паники на одного мертвого гражданского)<br />
* Провал или отказ от террористической миссии: страна, страдающая от террористической миссии, уходит немедленно, +20 по континенту<br />
* Уничтожение / зачистка сбитого НЛО: -2<br />
* Не сбитый ufo: +2 (уменьшается на любой нанесенный урон)<br />
* Запуск спутника: -10 в стране, без изменений по всему континенту<br />
* Потеря спутника: +25 в стране, +5 по континенту<br />
* Взятие базы пришельцев: -20 в стране, -5 по континенту<br />
* Уничтожение базы Exalt: -5 по всему миру<br />
* Преодоление похищения: -2<br />
* Провал миссии похищения: +25 в стране, +20 по континенту для классических и более сложных.<br />
* Награда за миссию Совета: ??<br />
* Чужой развлекательный приз: ??<br />
* Завершение скрытой операции: -20<br />
<br />
Обратите внимание, что есть 50%-ый шанс добавить +15 панику к любому событию, вызывающему панику, если есть активная и скрытая ячейка EXALT на том же континенте, что и целевая страна. Например, проигнорированный и успешный воздушный налет во Франции имеет 50%-ный шанс вызвать +25 паники, если в Европе есть активная и скрытая ячейка EXALT.<br />
<br />
== Шанс выхода страны ==<br />
<br />
В конце месяца страна может покинуть совет, если их паника слишком высока (то есть выше 95). Обратите внимание, что инопланетяне могут запустить миссию [[Alien_Missions_ (Long_War) #Infiltration | инфильтрация]], чтобы немедленно захватить страну.<br />
<br />
* Шанс выхода страны без спутника: текущий уровень паники (т.е. не менее 95%)<br />
* Шанс выхода страны, когда один или несколько спутников есть на этом континенте: 90%<br />
* Шанс выхода страны со спутником: 50%<br />
<br />
== Спутник Паническое сокращение ==<br />
<br />
Один раз в месяц спутники могут помочь контролировать панику:<br />
<br />
* 50% шанс -5 паники, если Panic> 95<br />
* 10% шанс -5 паники, если Panic> 80<br />
* без уменьшения при панике <80<br />
<br />
[[Категория: Длинные войны]]<br />
[[Категория: Ситуационная комната (длинная война)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=%D0%9F%D0%B0%D0%BD%D0%B8%D0%BA%D0%B0_(Long_War)&diff=100009Паника (Long War)2021-02-26T12:03:19Z<p>Neverim: /* Значения миссии Panic */ отредактивал автоперевод</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
<br />
Паника в долгой войне - это плавный масштаб от 0 до 100, а не 5-балльная шкала, как показано в EU2012. Для более подробной информации о том, как паника относится к членам совета, см. [[Совет (длинная война)]].<br />
<br />
== Изменения паники ==<br />
<br />
* [[Alien_Missions_ (Long_War) #Air_Raid | Воздушный рейд]] / Бомбардировка: +8 (может быть уменьшена повреждением НЛО, сбежала паника НЛО * также *)<br />
* Террористическая миссия: +2 на одного гражданского населения в стране, +1 на одного гражданского человека по всему континенту (страна, где проходит террористическая миссия, фактически набирает +3 паники на одного мертвого гражданского)<br />
* Провал или отказ от террористической миссии: страна, страдающая от террористической миссии, уходит немедленно, +20 по континенту<br />
* Уничтожение / зачистка сбитого НЛО: -2<br />
* Не сбитый ufo: +2 (уменьшается на любой нанесенный урон)<br />
* Запуск спутника: -10 в стране, без изменений по всему континенту<br />
* Потеря спутника: +25 в стране, +5 по континенту<br />
* Взятие базы пришельцев: -20 в стране, -5 по континенту<br />
* Уничтожение базы Exalt: -5 по всему миру<br />
* Преодоление похищения: -2<br />
* Провал миссии похищения: +25 в стране, +20 по континенту для классических и более сложных.<br />
* Награда за миссию Совета: ??<br />
* Чужой развлекательный приз: ??<br />
* Завершение скрытой операции: -20<br />
<br />
Обратите внимание, что есть 50%-ый шанс добавить +15 панику к любому событию, вызывающему панику, если есть активная и скрытая ячейка EXALT на том же континенте, что и целевая страна. Например, проигнорированный и успешный воздушный налет во Франции имеет 50%-ный шанс вызвать +25 паники, если в Европе есть активная и скрытая ячейка EXALT.<br />
<br />
== Страховка ==<br />
<br />
В конце месяца страна может покинуть совет, если их паника слишком высока (т. Е.> 95). Обратите внимание, что инопланетяне могут запустить миссию [[Alien_Missions_ (Long_War) #Infiltration | инфильтрация]], чтобы немедленно уйти из страны.<br />
<br />
* Шанс отклонения, без сатов поблизости: текущий уровень паники (т.е. не менее 95%)<br />
* Шанс отступления, один или несколько сидел на одном континенте: 90%<br />
* Шанс бегства, страна сидела: 50%<br />
<br />
== Спутник Паническое сокращение ==<br />
<br />
Один раз в месяц спутники могут помочь контролировать панику:<br />
<br />
* 50% шанс -5 паники, если Panic> 95<br />
* 10% шанс -5 паники, если Panic> 80<br />
* без уменьшения при панике <80<br />
<br />
[[Категория: Длинные войны]]<br />
[[Категория: Ситуационная комната (длинная война)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=100007Abilities List (Long War)2021-02-25T12:17:10Z<p>Neverim: /* Normal Perks */ add alliens</p>
<hr />
<div>{{Toc (Long War)|55}}<br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]].<br />
<br />
==Normal Perks==<br />
<div id="Absorption Fields"><h4 style="display: none">Absorption Fields</h4></div><br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Advanced Fire Control"><h4 style="display: none">Advanced Fire Control</h4></div><br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Aggression"><h4 style="display: none">Aggression</h4></div><br />
{{Aggression (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Automated Threat Assessment"><h4 style="display: none">Automated Threat Assessment</h4></div><br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Battle Scanner"><h4 style="display: none">Battle Scanner</h4></div><br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Body Shield"><h4 style="display: none">Body Shield</h4></div><br />
{{Body Shield (Long War)|align=left |text=1}}<br />
<br />
<div id="Bombard"><h4 style="display: none">Bombard</h4></div><br />
{{Bombard (Long War)|align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]</div><br />
<br />
<div id="Bring Em On"><h4 style="display: none">Bring Em On</h4></div><br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Close Combat Specialist"><h4 style="display: none">Close Combat Specialist</h4></div><br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Close Encounters"><h4 style="display: none">Close Encounters</h4></div><br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Collateral Damage"><h4 style="display: none">Collateral Damage</h4></div><br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Combat Drugs"><h4 style="display: none">Combat Drugs</h4></div><br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Concealment"><h4 style="display: none">Concealment</h4></div><br />
{{Concealment (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]]</div><br />
<br />
<div id="Covering Fire"><h4 style="display: none">Covering Fire</h4></div><br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Goliath_(Long_War)|Goliath]]</div><br />
<br />
<div id="Damage Control"><h4 style="display: none">Damage Control</h4></div><br />
{{Damage Control (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]</div><br />
<br />
<div id="Damn Good Ground"><h4 style="display: none">Damn Good Ground</h4></div><br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Danger Zone"><h4 style="display: none">Danger Zone</h4></div><br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]]</div><br />
<br />
<div id="Deadeye"><h4 style="display: none">Deadeye</h4></div><br />
{{Deadeye (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Dense Smoke"><h4 style="display: none">Dense Smoke</h4></div><br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Disabling Shot"><h4 style="display: none">Disabling Shot</h4></div><br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Double Tap"><h4 style="display: none">Double Tap</h4></div><br />
{{Double Tap (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Executioner"><h4 style="display: none">Executioner</h4></div><br />
{{Executioner (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Extra Conditioning"><h4 style="display: none">Extra Conditioning</h4></div><br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Field Medic"><h4 style="display: none">Field Medic</h4></div><br />
{{Field Medic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Field Surgeon"><h4 style="display: none">Field Surgeon</h4></div><br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Fire in the Hole"><h4 style="display: none">Fire in the Hole</h4></div><br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Fire Rocket"><h4 style="display: none">Fire Rocket</h4></div><br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Flush"><h4 style="display: none">Flush</h4></div><br />
{{Flush (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Grenadier"><h4 style="display: none">Grenadier</h4></div><br />
{{Grenadier (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="HEAT Ammo"><h4 style="display: none">HEAT Ammo</h4></div><br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="HEAT Warheads"><h4 style="display: none">HEAT Warheads</h4></div><br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]]<br>Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.</div><br />
<br />
<div id="Hit and Run"><h4 style="display: none">Hit and Run</h4></div><br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Holo-Targeting"><h4 style="display: none">Holo-Targeting</h4></div><br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="In the Zone"><h4 style="display: none">In the Zone</h4></div><br />
{{In The Zone (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]</div><br />
<br />
<div id="Javelin Rockets"><h4 style="display: none">Javelin Rockets</h4></div><br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Jetboot Module"><h4 style="display: none">Jetboot Module</h4></div><br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
<br />
<div id="Killer Instinct"><h4 style="display: none">Killer Instinct</h4></div><br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]]</div><br />
<br />
<div id="Light Em Up"><h4 style="display: none">Light Em Up</h4></div><br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]</div><br />
<br />
<div id="Lightning Reflexes"><h4 style="display: none">Lightning Reflexes</h4></div><br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Lock N Load"><h4 style="display: none">Lock N Load</h4></div><br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Lonewolf"><h4 style="display: none">Lonewolf</h4></div><br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Low Profile"><h4 style="display: none">Low Profile</h4></div><br />
{{Low Profile (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Mayhem"><h4 style="display: none">Mayhem</h4></div><br />
{{Mayhem (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="One for All"><h4 style="display: none">One for All</h4></div><br />
{{One For All (Long War) |align=left |text=1}}<br />
<br />
<div id="Opportunist"><h4 style="display: none">Opportunist</h4></div><br />
{{Opportunist (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]],[[Gunner_(Long_War)|Gunner]],[[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Packmaster"><h4 style="display: none">Packmaster</h4></div><br />
{{Packmaster (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Paramedic"><h4 style="display: none">Paramedic</h4></div><br />
{{Paramedic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Platform Stability"><h4 style="display: none">Platform Stability</h4></div><br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Precision Shot"><h4 style="display: none">Precision Shot</h4></div><br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Ranger"><h4 style="display: none">Ranger</h4></div><br />
{{Ranger (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Rapid Fire"><h4 style="display: none">Rapid Fire</h4></div><br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Rapid Reaction"><h4 style="display: none">Rapid Reaction</h4></div><br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]</div><br />
<br />
<div id="Reactive Targeting Sensors"><h4 style="display: none">Reactive Targeting Sensors</h4></div><br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Ready for Anything"><h4 style="display: none">Ready for Anything</h4></div><br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Repair"><h4 style="display: none">Repair</h4></div><br />
{{Repair (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]</div><br />
<br />
<div id="Repair Servos"><h4 style="display: none">Repair Servos</h4></div><br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]</div><br />
<br />
<div id="Resilience"><h4 style="display: none">Resilience</h4></div><br />
{{Resilience (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]</div><br />
<br />
<div id="Revive"><h4 style="display: none">Revive</h4></div><br />
{{Revive (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Run and Gun"><h4 style="display: none">Run and Gun</h4></div><br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]</div><br />
<br />
<div id="Sapper"><h4 style="display: none">Sapper</h4></div><br />
{{Sapper (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Savior"><h4 style="display: none">Savior</h4></div><br />
{{Savior (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Sentinel"><h4 style="display: none">Sentinel</h4></div><br />
{{Sentinel (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Sharpshooter"><h4 style="display: none">Sharpshooter</h4></div><br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Shock Absorbent Armor"><h4 style="display: none">Shock Absorbent Armor</h4></div><br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Shock and Awe"><h4 style="display: none">Shock and Awe</h4></div><br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Shredder Ammo"><h4 style="display: none">Shredder Ammo</h4></div><br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Smoke and Mirrors"><h4 style="display: none">Smoke and Mirrors</h4></div><br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Smoke Grenade"><h4 style="display: none">Smoke Grenade</h4></div><br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Snapshot"><h4 style="display: none">Snapshot</h4></div><br />
{{Snapshot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Sprinter"><h4 style="display: none">Sprinter</h4></div><br />
{{Sprinter (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Squadsight"><h4 style="display: none">Squadsight</h4></div><br />
{{Squadsight (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Steadfast"><h4 style="display: none">Steadfast</h4></div><br />
{{Steadfast (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Suppression"><h4 style="display: none">Suppression</h4></div><br />
{{Suppression (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]]</div><br />
<br />
<div id="Tactical Sense"><h4 style="display: none">Tactical Sense</h4></div><br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]</div><br />
<br />
<div id="Tandem Warheads"><h4 style="display: none">Tandem Warheads</h4></div><br />
{{Tandem Warheads (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Vital Point Targeting"><h4 style="display: none">Vital Point Targeting</h4></div><br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]] except Shogun</div><br />
<br />
<div id="Will to Survive"><h4 style="display: none">Will to Survive</h4></div><br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
==Alien Only Perks==<br />
<div id="Acidic"><h4 style="display: none">Acidic</h4></div><br />
{{Acidic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]</div><br />
<br />
<div id="Acid Spit"><h4 style="display: none">Acid Spit</h4></div><br />
{{Acid Spit (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]</div><br />
<br />
<div id="Alien Grenade"><h4 style="display: none">Alien Grenade</h4></div><br />
{{Alien Grenade (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Bull Rush"><h4 style="display: none">Bull Rush</h4></div><br />
{{Bull Rush (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Bloodlust"><h4 style="display: none">Bloodlust</h4></div><br />
{{Bloodlust (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Blood Call"><h4 style="display: none">Blood Call</h4></div><br />
{{Blood Call (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]]</div><br />
<br />
<div id="Cannon Fire"><h4 style="display: none">Cannon Fire</h4></div><br />
{{Cannon Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Chryssalid Spawn"><h4 style="display: none">Chryssalid Spawn</h4></div><br />
{{Chryssalid Spawn (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]]</div><br />
<br />
<div id="Cluster Bomb"><h4 style="display: none">Cluster Bomb</h4></div><br />
{{Cluster Bomb (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Death Blossom"><h4 style="display: none">Death Blossom</h4></div><br />
{{Death Blossom (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Death Explosion"><h4 style="display: none">Death Explosion</h4></div><br />
{{Death Explosion (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Flight"><h4 style="display: none">Flight</h4></div><br />
{{Flight (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Greater Mind Merge"><h4 style="display: none">Greater Mind Merge</h4></div><br />
{{Greater Mind Merge (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<div id="Gunslinger"><h4 style="display: none">Gunslinger</h4></div><br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]</div><br />
<br />
<div id="Hardened"><h4 style="display: none">Hardened</h4></div><br />
{{Hardened (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Implant"><h4 style="display: none">Implant</h4></div><br />
{{Implant (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]</div><br />
<br />
<div id="Intimidate"><h4 style="display: none">Intimidate</h4></div><br />
{{Intimidate (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Launch"><h4 style="display: none">Launch</h4></div><br />
{{Launch (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]]</div><br />
<br />
<div id="Leap"><h4 style="display: none">Leap</h4></div><br />
{{Leap (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]</div><br />
<br />
<div id="Melee (Long War)"><h4 style="display: none">Melee</h4></div><br />
{{Melee |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Overload"><h4 style="display: none">Overload</h4></div><br />
{{Overload (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]]</div><br />
<br />
<div id="Psi Drain"><h4 style="display: none">Psi Drain</h4></div><br />
{{Psi Drain (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Psi Shield"><h4 style="display: none">Psi Shield</h4></div><br />
{{Psi Shield (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]</div><br />
<br />
<div id="Robotic"><h4 style="display: none">Robotic</h4></div><br />
{{Robotic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Strangle"><h4 style="display: none">Strangle</h4></div><br />
{{Strangle (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]</div><br />
<br />
<div id="Stun Immune"><h4 style="display: none">Stun Immune</h4></div><br />
{{Stun Immune (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Unlimited Cloak"><h4 style="display: none">Unlimited Cloak</h4></div><br />
{{Unlimited Cloak (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]</div><br />
<br />
==Gene Mods==<br />
''(See also: [[Gene_Mods_%28Long_War%29|Gene Mods]])''<br />
<br />
<div id="Adaptive Bone Marrow"><h4 style="display: none">Adaptive Bone Marrow</h4></div><br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
<br />
<div id="Adrenal Neurosympathy"><h4 style="display: none">Adrenal Neurosympathy</h4></div><br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
<br />
<div id="Adrenaline Surge"><h4 style="display: none">Adrenaline Surge</h4></div><br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
<br />
<div id="Bioelectric Skin"><h4 style='display: none'>Bioelectric Skin</h4></div><br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
<br />
<div id="Depth Perception"><h4 style='display: none'>Depth Perception</h4></div><br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
<br />
<div id="Hyper-Reactive Pupils"><h4 style='display: none'>Hyper-Reactive Pupils</h4></div><br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
<br />
<div id="Iron Skin"></div><h4 style='display: none'>Iron Skin</h4></div><br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
<br />
<div id="Muscle Fiber Density"><h4 style='display: none'>Muscle Fiber Density</h4></div><br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
<br />
<div id="Neural Damping"><h4 style='display: none'>Neural Damping</h4></div><br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
<br />
<div id="Regen Pheromones"><h4 style='display: none'>Regen Pheromones</h4></div><br />
{{Regen Pheromones (Long War) |align=left |text=1}}<br />
<br />
<div id="Secondary Heart"><h4 style='display: none'>Secondary Heart</h4></div><br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
<br />
<div id="Smart Macrophages"><h4 style='display: none'>Smart Macrophages</h4></div><br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
==Officer Training==<br />
''(See also: [[Officers (Long War)|Officers]])''<br />
<br />
<div id="Band of Warriors"><h4 style='display: none'>Band of Warriors</h4></div><br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
<br />
<div id="Combined Arms"><h4 style='display: none'>Combined Arms</h4></div><br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
<br />
<div id="Command"><h4 style='display: none'>Command</h4></div><br />
{{Command (Long War) |align=left |text=1}}<br />
<br />
<div id="Esprit de Corps"><h4 style='display: none'>Esprit de Corps</h4></div><br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
<br />
<div id="Fortiores Una"><h4 style='display: none'>Fortiores Una</h4></div><br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
<br />
<div id="Into the Breach"><h4 style='display: none'>Into the Breach</h4></div><br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
<br />
<div id="Lead by Example"><h4 style='display: none'>Lead by Example</h4></div><br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
<br />
<div id="Legio Patria Nostra"><h4 style='display: none'>Legio Patria Nostra</h4></div><br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
<br />
<div id="Semper Vigilans"><h4 style='display: none'>Semper Vigilans</h4></div><br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
<br />
<div id="So Others May Live"><h4 style='display: none'>So Others May Live</h4></div><br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
<br />
<div id="So Shall You Fight"><h4 style='display: none'>So Shall You Fight</h4></div><br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
<br />
<div id="Stay Frosty"><h4 style='display: none'>Stay Frosty</h4></div><br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
<div id="Distortion Field"><h4 style="display:none;">Distortion Field</h4></div><br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
<br />
<div id="Mind Control"><h4 style='display: none'>Mind Control</h4></div><br />
{{Mind Control (Long War) |align=left |text=1}}<br />
<br />
<div id="Mind Merge"><h4 style='display: none'>Mind Merge</h4></div><br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
<br />
<div id="Mindfray"><h4 style='display: none'>Mindfray</h4></div><br />
{{Mindfray (Long War) |align=left |text=1}}<br />
<br />
<div id="Neural Feedback"><h4 style='display: none'>Neural Feedback</h4></div><br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
<br />
<div id="Psi Inspiration"><h4 style='display: none'>Psi Inspiration</h4></div><br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
<br />
<div id="Psi Panic"><h4 style='display: none'>Psi Panic</h4></div><br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
<br />
<div id="Psychokinetic Strike"><h4 style='display: none'>Psychokinetic Strike</h4></div><br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
<br />
<div id="Pyrokinesis"><h4 style='display: none'>Pyrokinesis</h4></div><br />
{{Pyrokinesis (Long War) |align=left |text=1}}<br />
<br />
<div id="Regen Biofield"><h4 style='display: none'>Regen Biofield</h4></div><br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
<br />
<div id="Rift"><h4 style='display: none'>Rift</h4></div><br />
{{Rift (Long War) |align=left |text=1}}<br />
<br />
<div id="Telekinetic Field"><h4 style='display: none'>Telekinetic Field</h4></div><br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
<br />
==Dev Commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression: currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons: This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades: This is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets: this is both HE and Shredder rockets. Damage increased is based on tech level in this case.<br />
<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Armor_(Long_War)&diff=99881Armor (Long War)2021-02-18T14:46:08Z<p>Neverim: /* SHIV units */ исправил ссылки</p>
<hr />
<div>[[File: Soldiers_Armors_Long_War.png|left|192px|]]<br />
{{Toc (Long War)|7}}<br />
<br />
Suits of armor now also provide new features, such as [[Damage Reduction (Long War)|damage reduction]] or granting specific perks.<br />
<br />
[[Damage Reduction (Long War)|Damage reduction]] indicates the average amount of damage absorbed from incoming attacks. For example, a damage reduction of 0.3 has a 30% chance to absorb 1 point of damage. Multiple sources of damage reduction (such as perks, items and cover) stack.<br />
<br />
Resistance to acid prevents soldiers from receiving mobility penalties from acid, and from taking damage when performing any move other than hunker down. The soldiers still take penalties to aim and [[Damage Reduction (Long War)|damage reduction]], and still suffer reduced range on rockets and thrown devices.<br />
<br />
Armors and exoskeletons can be built in Engineering. They can also be built quickly, which increases the Credits, Alien Alloys, Elerium and Meld costs, but halves the build time. The values between parentheses indicate the costs and time when building these items quickly.<br />
<br />
Armors have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the armor to become damaged. If a soldier was reduced to 0 health, there's a 95% chance for the armor to become damaged. The actual chance scales with the health damage taken. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.<br />
<br />
==Soldier armor==<br />
Long War nearly doubles the amount of available suits of armor, using the Gene Mod (sleeveless) versions of the original suits of armor for the new suits of armor. Gene Mods no longer affect the looks of a soldier's armor.<br />
<br />
Most technology levels provide access to two different suits of Armor, one tailored towards Mobility (Tac Vest, Kestrel, Banshee, Corsair, Seraph) and the other tailored towards Survival (Tac Armor, Carapace, Aegis, Titan, Archangel).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Damage reduction (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Equipment slots (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Chameleon Suit Long War.png|128px|link=Leather Jacket (Long War)|Leather Jacket]]<br />'''[[Leather Jacket (Long War)|Leather Jacket]]'''||+5|| || || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Restricted to covert operatives||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Tac vest Long War.png|128px|link=Tac Vest (Long War)|Tac Vest]]<br />'''[[Tac Vest (Long War)|Tac Vest]]'''||+3||+1|| || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Tac Armor Long War.png|128px|link=Tac Armor (Long War)|Tac Armor]]<br />'''[[Tac Armor (Long War)|Tac Armor]]'''||+1||+2|| || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Phalanx armor Long War.png|128px|link=Phalanx Armor (Long War)|Phalanx Armor]]<br />'''[[Phalanx Armor (Long War)|Phalanx Armor]]'''||+2||+3|| || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||[[Research (Long War)#Armor, MECs, and SHIVs|Improved Body Armor]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14||<br />
|-align="center"<br />
|[[File:Aurora armor Long War.png|128px|link=Aurora Armor (Long War)|Aurora Armor]]<br />'''[[Aurora Armor (Long War)|Aurora Armor]]'''||+2||+4|| ||+8||+10||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Restricted to psionic soldiers||[[Research (Long War)#Xenology|Xenopsionics]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||1 [[Alien Artifacts (Long War)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||50||<br />
|-align="center"<br />
|[[File:Kestrel armor Long War.png|128px|link=Kestrel Armor (Long War)|Kestrel Armor]]<br />'''[[Kestrel Armor (Long War)|Kestrel Armor]]'''||+3||+2|| ||+4|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Includes grappling hook||[[Research (Long War)#Armor, MECs, and SHIVs|Advanced Body Armor]]||22||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||20||<br />
|-align="center"<br />
|[[File:Carapace armor Long War .png|128px|link=Carapace Armor (Long War)|Carapace Armor]]<br />'''[[Carapace Armor (Long War)|Carapace Armor]]'''||+1||+5|| || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||[[Research (Long War)#Armor, MECs, and SHIVs|Advanced Body Armor]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|18<br />(27)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32||<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Damage reduction (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Equipment slots (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Banshee armor Long War.png|128px|link=Banshee Armor (Long War)|Banshee Armor]]<br />'''[[Banshee Armor (Long War)|Banshee Armor]]'''||+4||+3|| ||+12|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Includes grappling hook||[[Research (Long War)#Armor, MECs, and SHIVs|Mobile Power Armor]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|36<br />(54)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||56||<br />
|-align="center"<br />
|[[File:Aegis armor Long War.png|128px|link=Aegis Armor (Long War)|Aegis Armor]]<br />'''[[Aegis Armor (Long War)|Aegis Armor]]'''||+2||+7|| || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||[[Research (Long War)#Armor, MECs, and SHIVs|Mobile Power Armor]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|36<br />(54)||title="Cost in Elerium&#10;(Cost when building quickly)"|18<br />(27)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||56||<br />
|-align="center"<br />
|[[File:Corsair armor Long War.png|128px|link=Corsair Armor (Long War)|Corsair Armor]]<br />'''[[Corsair Armor (Long War)|Corsair Armor]]'''||+3||+6|| ||+8|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Includes grappling hook||[[Research (Long War)#Armor, MECs, and SHIVss|Advanced Power Armor]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(8)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||100||<br />
|-align="center"<br />
|[[File:Titan armor Long War.png|128px|link=Titan Armor (Long War)|Titan Armor]]<br />'''[[Titan Armor (Long War)|Titan Armor]]'''|| ||+12||0.5|| || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)||{{ Damage Control (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor, MECs, and SHIVs|Advanced Power Armor]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|8<br />(17)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120||[[Archangel Armor (Long War)|Archangel Armor]] (1)<br />
|-align="center"<br />
|[[File:Seraphim armor Long War.png|128px|link=Seraph Armor (Long War)|Seraph Armor]]<br />'''[[Seraph Armor (Long War)|Seraph Armor]]'''||+3||+5|| ||+8|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Supports flight mode (6 fuel)<br />Double fuel with the [[Foundry (Long War)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (Long War)#Armor, MECs, and SHIVs|Antigrav Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(9)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120||<br />
|-align="center"<br />
|[[File:Archangel armor Long War.png|128px|link=Archangel Armor (Long War)|Archangel Armor]]<br />'''[[Archangel Armor (Long War)|Archangel Armor]]'''||+1||+8||0.3|| || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire<br />Supports flight mode (6 fuel)<br />Double fuel with the [[Foundry (Long War)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (Long War)#Armor, MECs, and SHIVs|Antigrav Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(9)||1 [[Titan Armor (Long War)|Titan Armor]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120||<br />
|-align="center"<br />
|[[File:Shadow armor Long War.png|128px|link=Shadow Armor (Long War)|Shadow Armor]]<br />'''[[Shadow Armor (Long War)|Shadow Armor]]'''||+2||+4|| ||+16|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Includes grappling hook<br />Supports ghost mode||[[Research (Long War)#Armor, MECs, and SHIVs|Stealth Systems]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(49)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120||<br />
|-align="center"<br />
|[[File:Vortex armor Long War.png|128px|link=Vortex Armor (Long War)|Vortex Armor]]<br />'''[[Vortex Armor (Long War)|Vortex Armor]]'''||+2||+8|| || ||+20||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Restricted to psionic soldiers<br />Can't become damaged<br />Eliminates post-mission fatigue<br />Required to activate the [[Gollop Chamber (Long War)|Gollop Chamber]]<br />Required for the [[Abilities_List_(Long_War)#Rift|Rift]] [[Psionic_(Long_War)|psionic ability]]||[[Research (Long War)#Armor, MECs, and SHIVs|Mind and Machine]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|1000<br />(1500)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(27)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||400||<br />
|}<br />
<br />
==MEC exoskeletons==<br />
In Long War, [[MEC Trooper (Long War)|MEC Troopers]] have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Damage reduction (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Secondary weapons (Long War)}}!!rowspan="2" {{Equipment slots (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Base Augments Long War.png|128px|link=Armor (Long War)#MEC exoskeletons|Base Augments]]<br />'''[[Armor (Long War)#MEC exoskeletons|Base Augments]]'''|| || || || || || || || ||Cannot be used during missions||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Inv_Mec1.png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]'''||+3||+8||1.0||+8|| ||1||2||{{ Body Shield (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Xenology|Alien Biocybernetics]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60||[[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]] (1)<br />[[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]] (1)<br />
|-align="center"<br />
|[[File:Inv_Mec4 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]'''||+4||+12||1.5||+8|| ||2||2||{{ Body Shield (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Improved Combat Exoskeletons]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(72)||1 [[Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||160||[[Armor (Long War)#MEC exoskeletons|MEC-4 Dauntless]] (1)<br />[[Armor (Long War)#MEC exoskeletons|MEC-5 Devastator]] (1)<br />
|-align="center"<br />
|[[File:Inv_Mec2.png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]'''||+6||+10||1.0||+12|| ||2||2||{{ Jetboot Module (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Improved Combat Exoskeletons]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(72)||1 [[Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||160||[[Armor (Long War)#MEC exoskeletons|MEC-6 Vanguard]] (1)<br />[[Armor (Long War)#MEC exoskeletons|MEC-7 Vindicator]] (1)<br />
|-align="center"<br />
|[[File:Inv_Mec3.png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-4 Dauntless]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-4 Dauntless]]'''||+5||+20||2.0||+12||+5||3||3||{{ Body Shield (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Heavy Combat Exoskeletons]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|90<br />(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]<br />1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||240||<br />
|-align="center"<br />
|[[File:Inv_Mec5 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-5 Devastator]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-5 Devastator]]'''||+2||+24||2.5||+8||+5||2||3||{{ Body Shield (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Heavy Combat Exoskeletons]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|90<br />(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]<br />1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||240||<br />
|-align="center"<br />
|[[File:Inv_Mec6 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-6 Vanguard]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-6 Vanguard]]'''||+10||+12||1.0||+20||+5||2||3||{{ Jetboot Module (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Mobile Combat Exoskeletons]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Meld&#10;(Cost when building quickly)"|90<br />(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]<br />1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||240||<br />
|-align="center"<br />
|[[File:Inv_Mec7 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-7 Vindicator]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-7 Vindicator]]'''||+8||+16||1.5||+16||+5||3||3||{{ Jetboot Module (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Mobile Combat Exoskeletons]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Meld&#10;(Cost when building quickly)"|90<br />(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]<br />1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||240||<br />
|}<br />
<br />
==SHIV units==<br />
[[S.H.I.V. (Long War)|SHIV units]], once destroyed, can be rebuilt in the [[Engineering (Long War)|Engineering Bay]]. This does not require a [[Repair Bay (Long War)|Repair Bay]].<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Damage reduction (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Equipment slots (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Inv Shiv1.png|128px|link=S.H.I.V. (Long_War)|SHIV]]<br />'''[[S.H.I.V. (Long_War)|SHIV]]'''||17||8+2||1.5||12||70||3||Immune to strangulation<br />Negates mobility penalty and damage from acid<br />Negates the effects of fire|| ||15||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24<br />
|-align="center"<br />
|'''[[S.H.I.V. (Long_War)|Rebuild SHIV]]'''|| || || || || || || || || ||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14.0&nbsp;days)|| <br />
|-align="center"<br />
|[[File:Inv Shiv2.png|128px|link=S.H.I.V. (Long_War)|Alloy SHIV]]<br />'''[[S.H.I.V. (Long_War)|Alloy SHIV]]'''||16||18+4||2.5||8||70||3||Immune to strangulation<br />Negates mobility penalty and damage from acid<br />Negates the effects of fire<br />Provides half cover for soldiers||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(8)||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||100<br />
|-align="center"<br />
|'''[[S.H.I.V. (Long_War)|Rebuild Alloy SHIV]]'''|| || || || || || || ||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)||title="Duration in days&#10;(Duration when building quickly)"|75&nbsp;days<br />(37.5&nbsp;days)|| <br />
|-align="center"<br />
|[[File:Inv Shiv3.png|128px|link=S.H.I.V. (Long_War)|Hover SHIV]]<br />'''[[S.H.I.V. (Long_War)|Hover SHIV]]'''||19||14+2||2.0||12||70||3||Immune to strangulation<br />Negates mobility penalty and damage from acid<br />Negates the effects of fire<br />Supports flight mode (6 fuel)<br />Double fuel with the Advanced Flight foundry project||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Antigrav Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(9)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120<br />
|-align="center"<br />
|'''[[S.H.I.V. (Long_War)|Rebuild Hover SHIV]]'''|| || || || || || || ||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Antigrav Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|24<br />(36)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)||title="Duration in days&#10;(Duration when building quickly)"|70&nbsp;days<br />(35.0&nbsp;days)|| <br />
|}<br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Loadout (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Long_War_Table&diff=99762Long War Table2021-02-10T10:07:21Z<p>Neverim: Ошибся, это rebalance</p>
<hr />
<div><table style="padding-left:20px;"><br />
<tr style="vertical-align: top;"><br />
<td colspan = "3"><br />
{| {{stdTable}} title = "XCOM: Enemy Unknown (2012)" width = "100%" <br />
|- {{stdTable Heading}}<br />
| colspan = "3" | '''Long War'''<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:Vigilo_Confido_shield.png|30px]] '''Overview'''<br />
|- <br />
| <br />
<br />
[[Info (Long War)|Mod Information]]<br />
::[[Change Log (Long War)|Change Log]]<br />
::[[Dev Console (Long War)|Dev Console]]<br />
::[[Difficulty (Long War)|Difficulty Levels]]<br />
::[[Mods (Long War)|Custom Modifications]]<br />
::[[New Commands (Long War)|New Commands]]<br />
::[[Second Wave (Long War)|Second Wave]]<br />
::[[Troubleshooting Guide (Long War)|Troubleshooting Guide]] <br />
<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Vigilo_Confido_black.png|30px]] '''XCOM Facilities'''<br />
|-<br />
|<br />
<br />
[[Facilities (Long War)|Facilities]]<br />
:[[Access Lift (Long War)|Access Lift]]<br />
:[[Barracks (Long War)|Barracks]]<br />
::[[Officer Training School (Long War)|Officer Training School]]<br />
:[[Engineering (Long War)|Engineering]]<br />
::[[Foundry (Long War)|Foundry]]<br />
::[[Repair Bay (Long War)|Repair Bay]] <br />
::[[Workshop (Long War)|Workshop]]<br />
:[[Hangar (Long War)|Hangar]]<br />
:[[Mission Control (Long War)|Mission Control]]<br />
::[[Alien Containment (Long War)|Alien Containment]]<br />
::[[Gollop Chamber (Long War)|Gollop Chamber]]<br />
::[[Hyperwave Relay (Long War)|Hyperwave Relay]]<br />
:'''Power Generators'''<br />
::[[Elerium Generator (Long War)|Elerium Generator]]<br />
::[[Fission Generator (Long War)|Fission Generator]]<br />
::[[Thermo Generator (Long War)|Thermo Generator]]<br />
:[[Research (Long War)|Research]]<br />
::[[Genetics Lab (Long War)|Genetics Lab]]<br />
::[[Laboratory (Long War)|Laboratory]]<br />
::[[Psionic Labs (Long War)|Psionic Labs]]<br />
:[[Situation Room (Long War)|Situation Room]]<br />
::[[Satellite Nexus (Long War)|Satellite Nexus]]<br />
::[[Satellite Uplink (Long War)|Satellite Uplink]]<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 />
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] '''Soldiers'''<br />
|-<br />
|<br />
<br />
[[Soldiers (Long War)|Soldiers]]<br />
:[[Scout (Long War)|Scout]]<br />
:[[Sniper (Long War)|Sniper]]<br />
:[[Infantry (Long War)|Infantry]]<br />
:[[Assault (Long War)|Assault]]<br />
:[[Gunner (Long War)|Gunner]]<br />
:[[Rocketeer (Long War)|Rocketeer]]<br />
:[[Medic (Long War)|Medic]]<br />
:[[Engineer (Long War)|Engineer]]<br />
<br />
[[Officers (Long War)|Officers]]<br />
<br />
[[Psionic (Long War)|Psionics]]<br />
<br />
[[Gene Mods (Long War)|Gene Mods]]<br />
|-<br />
|[[MEC Trooper (Long War)|MEC Troopers]]<br />
:[[Jaeger (Long War)|Jaeger]]<br />
:[[Pathfinder (Long War)|Pathfinder]]<br />
:[[Valkyrie (Long War)|Valkyrie]]<br />
:[[Marauder (Long War)|Marauder]]<br />
:[[Goliath (Long War)|Goliath]]<br />
:[[Archer (Long War)|Archer]]<br />
:[[Guardian (Long War)|Guardian]]<br />
:[[Shogun (Long War)|Shogun]]<br />
<br />
[[S.H.I.V. (Long War)|S.H.I.V.s]]<br />
<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Loadout Long War.jpg|30px]] '''Loadout'''<br />
|-<br />
|<br />
<br />
[[Armor (Long War)|Armor]]<br />
<br />
[[Equipment (Long War)|Equipment]]<br />
<br />
[[Weapons (Long War)|Weapons]]<br />
:[[Primary Weapons (Long War)|Primary Weapons]]<br />
:[[Secondary Weapons (Long War)|Secondary Weapons]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Skyranger Pilot (EU2012).png|30px]] '''Missions'''<br />
|-<br />
| [[Map Tables (Long War)|Map Table]]<br />
|-<br />
| [[Missions (Long War)|Mission Types]]<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:Head red 2.png|30px]] '''Aliens'''<br />
|- <br />
|<br />
[[Alien Artifacts (Long War)|Artifacts]]<br />
<br />
[[Alien Deployment (Long War)|Deployment]]<br />
<br />
[[Alien Life Forms (Long War)|Life Forms]]<br />
<br />
[[Alien Missions (Long War)|Missions]]<br />
<br />
[[Alien Research (Long War)|Research]]<br />
<br />
[[Alien Resources (Long War)|Resources]]<br />
<br />
[[Threat (Long War)|Threat Level]]<br />
<br />
[[UFOs (Long War)|UFOs]]<br />
<br />
|-<br />
|- {{stdTable Sub Heading}} <br />
| [[File:EXALT Insignia (EU2012).png|25px]] '''EXALT'''<br />
|- <br />
|<br />
[[Covert Operations (Long War)|Covert Operations]]<br />
<br />
[[EXALT Units (Long War)|EXALT Units]] <br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Combat Ready (EU2012).jpg|30px]] '''Gameplay Mechanics'''<br />
|- <br />
|<br />
'''Strategic Layer'''<br />
<br />
:[[Air Combat (Long War)|Air Combat]]<br />
<br />
:[[The Council (Long War)|Council]]<br />
<br />
:[[Gray Market (Long War)|Gray Market]]<br />
<br />
:[[Panic (Long War)|Panic]]<br />
<br />
'''Tactical Combat'''<br />
<br />
:[[Abilities List (Long War)|Abilities list]]<br />
<br />
:[[Cover (Long War)|Cover]]<br />
<br />
:[[Damage (Long War)|Damage]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Bradford Small (EU2012).png|30px]] '''Guides & Tips'''<br />
|-<br />
|<br />
<br />
[[Tactics (Long War)|Combat Tactics]] <br />
<br />
[[Strategy (Long War)|Strategy Guide]]<br />
<br />
|}<br />
</td><br />
</tr><br />
</table><br />
<noinclude><br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Long_War_Table&diff=99761Long War Table2021-02-10T10:04:02Z<p>Neverim: </p>
<hr />
<div><table style="padding-left:20px;"><br />
<tr style="vertical-align: top;"><br />
<td colspan = "3"><br />
{| {{stdTable}} title = "XCOM: Enemy Unknown (2012)" width = "100%" <br />
|- {{stdTable Heading}}<br />
| colspan = "3" | '''Long War'''<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:Vigilo_Confido_shield.png|30px]] '''Overview'''<br />
|- <br />
| <br />
<br />
[[Info (Long War)|Mod Information]]<br />
::[[Change Log (Long War)|Change Log]]<br />
::[[Dev Console (Long War)|Dev Console]]<br />
::[[Difficulty (Long War)|Difficulty Levels]]<br />
::[[Mods (Long War)|Custom Modifications]]<br />
::[[New Commands (Long War)|New Commands]]<br />
::[[Second Wave (Long War)|Second Wave]]<br />
::[[Troubleshooting Guide (Long War)|Troubleshooting Guide]] <br />
<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Vigilo_Confido_black.png|30px]] '''XCOM Facilities'''<br />
|-<br />
|<br />
<br />
[[Facilities (Long War)|Facilities]]<br />
:[[Access Lift (Long War)|Access Lift]]<br />
:[[Barracks (Long War)|Barracks]]<br />
::[[Officer Training School (Long War)|Officer Training School]]<br />
:[[Engineering (Long War)|Engineering]]<br />
::[[Foundry (Long War)|Foundry]]<br />
::[[Repair Bay (Long War)|Repair Bay]] <br />
::[[Workshop (Long War)|Workshop]]<br />
:[[Hangar (Long War)|Hangar]]<br />
:[[Mission Control (Long War)|Mission Control]]<br />
::[[Alien Containment (Long War)|Alien Containment]]<br />
::[[Gollop Chamber (Long War)|Gollop Chamber]]<br />
::[[Hyperwave Relay (Long War)|Hyperwave Relay]]<br />
:'''Power Generators'''<br />
::[[Elerium Generator (Long War)|Elerium Generator]]<br />
::[[Fission Generator (Long War)|Fission Generator]]<br />
::[[Thermo Generator (Long War)|Thermo Generator]]<br />
:[[Research (Long War)|Research]]<br />
::[[Genetics Lab (Long War)|Genetics Lab]]<br />
::[[Laboratory (Long War)|Laboratory]]<br />
::[[Psionic Labs (Long War)|Psionic Labs]]<br />
:[[Situation Room (Long War)|Situation Room]]<br />
::[[Satellite Nexus (Long War)|Satellite Nexus]]<br />
::[[Satellite Uplink (Long War)|Satellite Uplink]]<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 />
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] '''Soldiers'''<br />
|-<br />
|<br />
<br />
[[Soldiers (Long War)|Soldiers]]<br />
:[[Scout (Long War)|Scout]]<br />
:[[Sniper (Long War)|Sniper]]<br />
:[[Infantry (Long War)|Infantry]]<br />
:[[Assault (Long War)|Assault]]<br />
:[[Gunner (Long War)|Gunner]]<br />
:[[Rocketeer (Long War)|Rocketeer]]<br />
:[[Medic (Long War)|Medic]]<br />
:[[Engineer (Long War)|Engineer]]<br />
<br />
[[Officers (Long War)|Officers]]<br />
<br />
[[Psionic (Long War)|Psionics]]<br />
<br />
[[Gene Mods (Long War)|Gene Mods]]<br />
|-<br />
|[[MEC Trooper (Long War)|MEC Troopers]]<br />
:[[Jaeger (Long War)|Jaeger]]<br />
:[[Pathfinder (Long War)|Pathfinder]]<br />
:[[Valkyrie (Long War)|Valkyrie]]<br />
:[[Marauder (Long War)|Marauder]]<br />
:[[Goliath (Long War)|Goliath]]<br />
:[[Archer (Long War)|Archer]]<br />
:[[Guardian (Long War)|Guardian]]<br />
:[[Shogun (Long War)|Shogun]]<br />
<br />
[[S.H.I.V. (Long War)|S.H.I.V.s]]<br />
<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Loadout Long War.jpg|30px]] '''Loadout'''<br />
|-<br />
|<br />
<br />
[[Armor (Long War)|Armor]]<br />
<br />
[[Equipment (Long War)|Equipment]]<br />
<br />
[[Weapons (Long War)|Weapons]]<br />
:[[Primary Weapons (Long War)|Primary Weapons]]<br />
:[[Secondary Weapons (Long War)|Secondary Weapons]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Skyranger Pilot (EU2012).png|30px]] '''Missions'''<br />
|-<br />
| [[Map Tables (Long War)|Map Table]]<br />
|-<br />
| [[Missions (Long War)|Mission Types]]<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:Head red 2.png|30px]] '''Aliens'''<br />
|- <br />
|<br />
[[Alien Artifacts (Long War)|Artifacts]]<br />
<br />
[[Alien Deployment (Long War)|Deployment]]<br />
<br />
[[Alien Life Forms (Long War)|Life Forms]]<br />
<br />
[[Alien Missions (Long War)|Missions]]<br />
<br />
[[Alien Research (Long War)|Research]]<br />
<br />
[[Alien Resources (Long War)|Resources]]<br />
<br />
[[Threat (Long War)|Threat Level]]<br />
<br />
[[UFOs (Long War)|UFOs]]<br />
<br />
|-<br />
|- {{stdTable Sub Heading}} <br />
| [[File:EXALT Insignia (EU2012).png|25px]] '''EXALT'''<br />
|- <br />
|<br />
[[Covert Operations (Long War)|Covert Operations]]<br />
<br />
[[EXALT Units (Long War)|EXALT Units]] <br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Combat Ready (EU2012).jpg|30px]] '''Gameplay Mechanics'''<br />
|- <br />
|<br />
'''Strategic Layer'''<br />
<br />
:[[Air Combat (Long War)|Air Combat]]<br />
<br />
:[[The Council (Long War)|Council]]<br />
<br />
:[[Gray Market (Long War)|Gray Market]]<br />
<br />
:[[Panic (Long War)|Panic]]<br />
<br />
'''Tactical Combat'''<br />
<br />
:[[Abilities List (Long War)|Abilities list]]<br />
<br />
:[[Cover (Long War)|Cover]]<br />
<br />
:[[Damage (Long War)|Damage]]<br />
<br />
:[[Injury_and_Fatigue_(LWR)|Injury and Fatigue]]<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Bradford Small (EU2012).png|30px]] '''Guides & Tips'''<br />
|-<br />
|<br />
<br />
[[Tactics (Long War)|Combat Tactics]] <br />
<br />
[[Strategy (Long War)|Strategy Guide]]<br />
<br />
|}<br />
</td><br />
</tr><br />
</table><br />
<noinclude><br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=99760Abilities List (Long War)2021-02-09T18:58:06Z<p>Neverim: /* Normal Perks */</p>
<hr />
<div>{{Toc (Long War)|55}}<br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]].<br />
<br />
==Normal Perks==<br />
<div id="Absorption Fields"><h4 style="display: none">Absorption Fields</h4></div><br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Advanced Fire Control"><h4 style="display: none">Advanced Fire Control</h4></div><br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Aggression"><h4 style="display: none">Aggression</h4></div><br />
{{Aggression (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Automated Threat Assessment"><h4 style="display: none">Automated Threat Assessment</h4></div><br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Battle Scanner"><h4 style="display: none">Battle Scanner</h4></div><br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Body Shield"><h4 style="display: none">Body Shield</h4></div><br />
{{Body Shield (Long War)|align=left |text=1}}<br />
<br />
<div id="Bombard"><h4 style="display: none">Bombard</h4></div><br />
{{Bombard (Long War)|align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]</div><br />
<br />
<div id="Bring Em On"><h4 style="display: none">Bring Em On</h4></div><br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Close Combat Specialist"><h4 style="display: none">Close Combat Specialist</h4></div><br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Close Encounters"><h4 style="display: none">Close Encounters</h4></div><br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Collateral Damage"><h4 style="display: none">Collateral Damage</h4></div><br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Combat Drugs"><h4 style="display: none">Combat Drugs</h4></div><br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Concealment"><h4 style="display: none">Concealment</h4></div><br />
{{Concealment (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]]</div><br />
<br />
<div id="Covering Fire"><h4 style="display: none">Covering Fire</h4></div><br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Goliath_(Long_War)|Goliath]]</div><br />
<br />
<div id="Damage Control"><h4 style="display: none">Damage Control</h4></div><br />
{{Damage Control (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]</div><br />
<br />
<div id="Damn Good Ground"><h4 style="display: none">Damn Good Ground</h4></div><br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Danger Zone"><h4 style="display: none">Danger Zone</h4></div><br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]]</div><br />
<br />
<div id="Deadeye"><h4 style="display: none">Deadeye</h4></div><br />
{{Deadeye (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Dense Smoke"><h4 style="display: none">Dense Smoke</h4></div><br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Disabling Shot"><h4 style="display: none">Disabling Shot</h4></div><br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Double Tap"><h4 style="display: none">Double Tap</h4></div><br />
{{Double Tap (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Executioner"><h4 style="display: none">Executioner</h4></div><br />
{{Executioner (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Extra Conditioning"><h4 style="display: none">Extra Conditioning</h4></div><br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Field Medic"><h4 style="display: none">Field Medic</h4></div><br />
{{Field Medic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Field Surgeon"><h4 style="display: none">Field Surgeon</h4></div><br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Fire in the Hole"><h4 style="display: none">Fire in the Hole</h4></div><br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Fire Rocket"><h4 style="display: none">Fire Rocket</h4></div><br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Flush"><h4 style="display: none">Flush</h4></div><br />
{{Flush (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Grenadier"><h4 style="display: none">Grenadier</h4></div><br />
{{Grenadier (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="HEAT Ammo"><h4 style="display: none">HEAT Ammo</h4></div><br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="HEAT Warheads"><h4 style="display: none">HEAT Warheads</h4></div><br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br>Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.</div><br />
<br />
<div id="Hit and Run"><h4 style="display: none">Hit and Run</h4></div><br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Holo-Targeting"><h4 style="display: none">Holo-Targeting</h4></div><br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="In the Zone"><h4 style="display: none">In the Zone</h4></div><br />
{{In The Zone (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]</div><br />
<br />
<div id="Javelin Rockets"><h4 style="display: none">Javelin Rockets</h4></div><br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Jetboot Module"><h4 style="display: none">Jetboot Module</h4></div><br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
<br />
<div id="Killer Instinct"><h4 style="display: none">Killer Instinct</h4></div><br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]]</div><br />
<br />
<div id="Light Em Up"><h4 style="display: none">Light Em Up</h4></div><br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]</div><br />
<br />
<div id="Lightning Reflexes"><h4 style="display: none">Lightning Reflexes</h4></div><br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Lock N Load"><h4 style="display: none">Lock N Load</h4></div><br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Lonewolf"><h4 style="display: none">Lonewolf</h4></div><br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Low Profile"><h4 style="display: none">Low Profile</h4></div><br />
{{Low Profile (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Mayhem"><h4 style="display: none">Mayhem</h4></div><br />
{{Mayhem (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="One for All"><h4 style="display: none">One for All</h4></div><br />
{{One For All (Long War) |align=left |text=1}}<br />
<br />
<div id="Opportunist"><h4 style="display: none">Opportunist</h4></div><br />
{{Opportunist (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]],[[Gunner_(Long_War)|Gunner]],[[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Packmaster"><h4 style="display: none">Packmaster</h4></div><br />
{{Packmaster (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Paramedic"><h4 style="display: none">Paramedic</h4></div><br />
{{Paramedic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Platform Stability"><h4 style="display: none">Platform Stability</h4></div><br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Precision Shot"><h4 style="display: none">Precision Shot</h4></div><br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Ranger"><h4 style="display: none">Ranger</h4></div><br />
{{Ranger (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Rapid Fire"><h4 style="display: none">Rapid Fire</h4></div><br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Rapid Reaction"><h4 style="display: none">Rapid Reaction</h4></div><br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]</div><br />
<br />
<div id="Reactive Targeting Sensors"><h4 style="display: none">Reactive Targeting Sensors</h4></div><br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Ready for Anything"><h4 style="display: none">Ready for Anything</h4></div><br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Repair"><h4 style="display: none">Repair</h4></div><br />
{{Repair (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]</div><br />
<br />
<div id="Repair Servos"><h4 style="display: none">Repair Servos</h4></div><br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]</div><br />
<br />
<div id="Resilience"><h4 style="display: none">Resilience</h4></div><br />
{{Resilience (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]</div><br />
<br />
<div id="Revive"><h4 style="display: none">Revive</h4></div><br />
{{Revive (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]]</div><br />
<br />
<div id="Run and Gun"><h4 style="display: none">Run and Gun</h4></div><br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]</div><br />
<br />
<div id="Sapper"><h4 style="display: none">Sapper</h4></div><br />
{{Sapper (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Savior"><h4 style="display: none">Savior</h4></div><br />
{{Savior (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Sentinel"><h4 style="display: none">Sentinel</h4></div><br />
{{Sentinel (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Sharpshooter"><h4 style="display: none">Sharpshooter</h4></div><br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]</div><br />
<br />
<div id="Shock Absorbent Armor"><h4 style="display: none">Shock Absorbent Armor</h4></div><br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Shock and Awe"><h4 style="display: none">Shock and Awe</h4></div><br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]]</div><br />
<br />
<div id="Shredder Ammo"><h4 style="display: none">Shredder Ammo</h4></div><br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]</div><br />
<br />
<div id="Smoke and Mirrors"><h4 style="display: none">Smoke and Mirrors</h4></div><br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Smoke Grenade"><h4 style="display: none">Smoke Grenade</h4></div><br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
<div id="Snapshot"><h4 style="display: none">Snapshot</h4></div><br />
{{Snapshot (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]</div><br />
<br />
<div id="Sprinter"><h4 style="display: none">Sprinter</h4></div><br />
{{Sprinter (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Squadsight"><h4 style="display: none">Squadsight</h4></div><br />
{{Squadsight (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Steadfast"><h4 style="display: none">Steadfast</h4></div><br />
{{Steadfast (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]</div><br />
<br />
<div id="Suppression"><h4 style="display: none">Suppression</h4></div><br />
{{Suppression (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]]</div><br />
<br />
<div id="Tactical Sense"><h4 style="display: none">Tactical Sense</h4></div><br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]</div><br />
<br />
<div id="Tandem Warheads"><h4 style="display: none">Tandem Warheads</h4></div><br />
{{Tandem Warheads (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]]<br>Can be randomly switched with other perks by Training Roulette.</div><br />
<br />
<div id="Vital Point Targeting"><h4 style="display: none">Vital Point Targeting</h4></div><br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]] except Shogun</div><br />
<br />
<div id="Will to Survive"><h4 style="display: none">Will to Survive</h4></div><br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]</div><br />
<br />
==Alien Only Perks==<br />
<div id="Acidic"><h4 style="display: none">Acidic</h4></div><br />
{{Acidic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]</div><br />
<br />
<div id="Acid Spit"><h4 style="display: none">Acid Spit</h4></div><br />
{{Acid Spit (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]</div><br />
<br />
<div id="Alien Grenade"><h4 style="display: none">Alien Grenade</h4></div><br />
{{Alien Grenade (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Bull Rush"><h4 style="display: none">Bull Rush</h4></div><br />
{{Bull Rush (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Bloodlust"><h4 style="display: none">Bloodlust</h4></div><br />
{{Bloodlust (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Blood Call"><h4 style="display: none">Blood Call</h4></div><br />
{{Blood Call (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]]</div><br />
<br />
<div id="Cannon Fire"><h4 style="display: none">Cannon Fire</h4></div><br />
{{Cannon Fire (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Chryssalid Spawn"><h4 style="display: none">Chryssalid Spawn</h4></div><br />
{{Chryssalid Spawn (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]]</div><br />
<br />
<div id="Cluster Bomb"><h4 style="display: none">Cluster Bomb</h4></div><br />
{{Cluster Bomb (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Death Blossom"><h4 style="display: none">Death Blossom</h4></div><br />
{{Death Blossom (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Death Explosion"><h4 style="display: none">Death Explosion</h4></div><br />
{{Death Explosion (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Flight"><h4 style="display: none">Flight</h4></div><br />
{{Flight (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long War)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<div id="Greater Mind Merge"><h4 style="display: none">Greater Mind Merge</h4></div><br />
{{Greater Mind Merge (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<div id="Gunslinger"><h4 style="display: none">Gunslinger</h4></div><br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]</div><br />
<br />
<div id="Hardened"><h4 style="display: none">Hardened</h4></div><br />
{{Hardened (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Implant"><h4 style="display: none">Implant</h4></div><br />
{{Implant (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]</div><br />
<br />
<div id="Intimidate"><h4 style="display: none">Intimidate</h4></div><br />
{{Intimidate (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Launch"><h4 style="display: none">Launch</h4></div><br />
{{Launch (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]]</div><br />
<br />
<div id="Leap"><h4 style="display: none">Leap</h4></div><br />
{{Leap (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]</div><br />
<br />
<div id="Melee (Long War)"><h4 style="display: none">Melee</h4></div><br />
{{Melee |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]</div><br />
<br />
<div id="Overload"><h4 style="display: none">Overload</h4></div><br />
{{Overload (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]]</div><br />
<br />
<div id="Psi Drain"><h4 style="display: none">Psi Drain</h4></div><br />
{{Psi Drain (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Psi Shield"><h4 style="display: none">Psi Shield</h4></div><br />
{{Psi Shield (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]</div><br />
<br />
<div id="Robotic"><h4 style="display: none">Robotic</h4></div><br />
{{Robotic (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]</div><br />
<br />
<div id="Strangle"><h4 style="display: none">Strangle</h4></div><br />
{{Strangle (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]</div><br />
<br />
<div id="Stun Immune"><h4 style="display: none">Stun Immune</h4></div><br />
{{Stun Immune (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]</div><br />
<br />
<div id="Unlimited Cloak"><h4 style="display: none">Unlimited Cloak</h4></div><br />
{{Unlimited Cloak (Long War) |align=left |text=1}}<br />
<div style="position:relative; top:-30px;>Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]</div><br />
<br />
==Gene Mods==<br />
''(See also: [[Gene_Mods_%28Long_War%29|Gene Mods]])''<br />
<br />
<div id="Adaptive Bone Marrow"><h4 style="display: none">Adaptive Bone Marrow</h4></div><br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
<br />
<div id="Adrenal Neurosympathy"><h4 style="display: none">Adrenal Neurosympathy</h4></div><br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
<br />
<div id="Adrenaline Surge"><h4 style="display: none">Adrenaline Surge</h4></div><br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
<br />
<div id="Bioelectric Skin"><h4 style='display: none'>Bioelectric Skin</h4></div><br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
<br />
<div id="Depth Perception"><h4 style='display: none'>Depth Perception</h4></div><br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
<br />
<div id="Hyper-Reactive Pupils"><h4 style='display: none'>Hyper-Reactive Pupils</h4></div><br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
<br />
<div id="Iron Skin"></div><h4 style='display: none'>Iron Skin</h4></div><br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
<br />
<div id="Muscle Fiber Density"><h4 style='display: none'>Muscle Fiber Density</h4></div><br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
<br />
<div id="Neural Damping"><h4 style='display: none'>Neural Damping</h4></div><br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
<br />
<div id="Regen Pheromones"><h4 style='display: none'>Regen Pheromones</h4></div><br />
{{Regen Pheromones (Long War) |align=left |text=1}}<br />
<br />
<div id="Secondary Heart"><h4 style='display: none'>Secondary Heart</h4></div><br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
<br />
<div id="Smart Macrophages"><h4 style='display: none'>Smart Macrophages</h4></div><br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
==Officer Training==<br />
''(See also: [[Officers (Long War)|Officers]])''<br />
<br />
<div id="Band of Warriors"><h4 style='display: none'>Band of Warriors</h4></div><br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
<br />
<div id="Combined Arms"><h4 style='display: none'>Combined Arms</h4></div><br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
<br />
<div id="Command"><h4 style='display: none'>Command</h4></div><br />
{{Command (Long War) |align=left |text=1}}<br />
<br />
<div id="Esprit de Corps"><h4 style='display: none'>Esprit de Corps</h4></div><br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
<br />
<div id="Fortiores Una"><h4 style='display: none'>Fortiores Una</h4></div><br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
<br />
<div id="Into the Breach"><h4 style='display: none'>Into the Breach</h4></div><br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
<br />
<div id="Lead by Example"><h4 style='display: none'>Lead by Example</h4></div><br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
<br />
<div id="Legio Patria Nostra"><h4 style='display: none'>Legio Patria Nostra</h4></div><br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
<br />
<div id="Semper Vigilans"><h4 style='display: none'>Semper Vigilans</h4></div><br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
<br />
<div id="So Others May Live"><h4 style='display: none'>So Others May Live</h4></div><br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
<br />
<div id="So Shall You Fight"><h4 style='display: none'>So Shall You Fight</h4></div><br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
<br />
<div id="Stay Frosty"><h4 style='display: none'>Stay Frosty</h4></div><br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
<div id="Distortion Field"><h4 style="display:none;">Distortion Field</h4></div><br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
<br />
<div id="Mind Control"><h4 style='display: none'>Mind Control</h4></div><br />
{{Mind Control (Long War) |align=left |text=1}}<br />
<br />
<div id="Mind Merge"><h4 style='display: none'>Mind Merge</h4></div><br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
<br />
<div id="Mindfray"><h4 style='display: none'>Mindfray</h4></div><br />
{{Mindfray (Long War) |align=left |text=1}}<br />
<br />
<div id="Neural Feedback"><h4 style='display: none'>Neural Feedback</h4></div><br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
<br />
<div id="Psi Inspiration"><h4 style='display: none'>Psi Inspiration</h4></div><br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
<br />
<div id="Psi Panic"><h4 style='display: none'>Psi Panic</h4></div><br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
<br />
<div id="Psychokinetic Strike"><h4 style='display: none'>Psychokinetic Strike</h4></div><br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
<br />
<div id="Pyrokinesis"><h4 style='display: none'>Pyrokinesis</h4></div><br />
{{Pyrokinesis (Long War) |align=left |text=1}}<br />
<br />
<div id="Regen Biofield"><h4 style='display: none'>Regen Biofield</h4></div><br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
<br />
<div id="Rift"><h4 style='display: none'>Rift</h4></div><br />
{{Rift (Long War) |align=left |text=1}}<br />
<br />
<div id="Telekinetic Field"><h4 style='display: none'>Telekinetic Field</h4></div><br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
<br />
==Dev Commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression: currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons: This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades: This is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets: this is both HE and Shredder rockets. Damage increased is based on tech level in this case.<br />
<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Alien_Deployment_(Long_War)&diff=99759Alien Deployment (Long War)2021-02-09T14:41:51Z<p>Neverim: /* Pods */ about thin man is wrong</p>
<hr />
<div>{{Toc (Long War)|50}}<br />
<br />
==Battlescape==<br />
XCOM will end up conducting a variety of [[Missions_(Long_War)|ground operations]] against alien forces, sometimes for the purposes of countering active alien operations like [[Missions_(Long_War)#Terror_Site|Terror Attacks]] and [[Missions_(Long_War)#Alien_Abductions|Abductions]] but equally as often for the purposes of raiding supplies and resources from [[Missions_(Long_War)#UFO_Crash_Site|downed]] or [[Missions_(Long_War)#UFO_Landing_Site|landed]] alien UFOs. In addition, the [[The Council (Long War)|Council]] typically assigns XCOM with some [[Missions_(Long_War)#Council_Missions|critical mission]] each month from a random pool, from rescuing special VIPs to disabling bombs.<br />
<br />
XCOM will encounter various [[Alien_Life_Forms_(Long_War)|alien types]] in these ground operations; each alien type is typically specialized for a unique role in combat. As Aliens further their [[Alien_Research_(Long_War)|research]] into humanity, their ground forces will gain increased health, damage, aim, and so on, and even access to many of the same kinds of [[Abilities_List_(Long_War)|perks]] XCOM utilizes, as befitting their designated role. Furthermore, as their research progresses the aliens will begin to field [[Alien_Life_Forms_(Long_War)#Alpha_Units|advanced alien types]], and in greater frequency.<br />
<br />
While a particular type may not be too threatening by itself, the various alien types tend to synergize well; for instance, [[Alien_Life_Forms_(Long_War)#Thin_Man|Thin Men]] are good at pinning XCOM down into a long range war of attrition using their [[Abilities_List_(Long_War)#Acid Spit|Acid Spit]], good aim, & [[Abilities_List_(Long_War)#Suppression|Suppression]] - this can allow the high mobility [[Alien_Life_Forms_(Long_War)#Floater|Floaters]], a flying enemy type, to close in and flank XCOM. That said, aliens coordinate poorly at the tactical level, taking actions in isolation without considering any synergy with other units and without formulating any kind of cohesive tactical plan. Each alien evaluates the current state of the battlefield as its turn comes up, chooses an action based on it's AI routine (which varies from alien to alien depending on their capabilities and tendencies), and then executes it. It does not consider what other allies could do on their turn and attempt to synergize, nor does it consider the capabilities of XCOM & attempt to counter them. In short, aliens have a numerical and technological advantage but they're predictable and can be beaten with superior tactics.<br />
<br />
Aliens typically deploy in '''Pods''', or groups of 2-8 aliens which become activated in unison if any individual member spots an XCOM operative. Some select missions may involve "drop ins", or enemies that spawn mid-mission. Drop ins always spawn behind cover and overwatching, and are automatically activated. Drop ins are almost always [[Alien_Life_Forms_(Long_War)#Thin_Man|Thin Men]], though other alien types are possible depending on the mission.<br />
<br />
===Pods===<br />
Pods are typically comprised of one '''Squad Leader''' (often possessed with noticeably more stats and perks) & several regular troopers whose [[Alien_Life_Forms_(Long_War)|type]] is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Research_(Long_War)|Alien Research]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in certain missions.<br />
<br />
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoids]], whose [[Abilities_List_(Long_War)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful [[Abilities_List_(Long_War)#Psi Shield|Psi Shield]], while [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(Long_War)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(Long_War)#Floater|Floaters]] or [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Research_(Long_War)|Alien Research]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. Quantity and quality of aliens are not dependent at all on [[Alien_Resources_(Long_War)|Alien Resources]], despite rumors to the contrary.<br />
<br />
While members of a given pod do not coordinate amongst themselves any better than disparate aliens from different pods will, there is one significant mechanic which is pod-dependent: '''retreat mode'''. If a large portion of aliens of a given pod are destroyed (usually all but 1-3 depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode until they enter back into vision of XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they're falling back.<br />
<br />
Conversely, if XCOM is pushed back by the aliens, they'll call for reinforcements to hunt them down. In general, if active aliens exist on the map, aren't in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they'll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, and short of retreating or being wiped out the only escape is to defeat all such enemies.<br />
<br />
====Pod Size & Distribution====<br />
Pods have a number of aliens that are directly dependent upon current [[Alien_Research_(Long_War)|Alien Research]]:<br />
<br />
* Small (AR > 0): 2-4 aliens per pod<br />
* Medium (AR > 120): 3-6 aliens per pod<br />
* Large (AR > 240): 4-8 aliens per pod<br />
<br />
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can't fit into any available pod are discarded. This has the largest effect during early Trap UFOs or Landed Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, missions taking place while pod sizes are small typically get an extra pod or two to work with. Larger pod sizes ''typically'' means the same amount of aliens overall, just compacted into less pods - though later Trap UFOs and Landed Larges do have more aliens, as they stop discarding them due to having larger pods to work with.<br />
<br />
====Pod Types====<br />
Pods come in three basic types: Soldier Pods, Terror Pods & Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(Long_War)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. <br />
<br />
* '''Soldier''' Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(Long_War)#Terror_Site|Terror Sites]] & [[Covert_Operations_(Long_War)|Covert Operations]].<br />
<br />
* '''Terror''' Pods: Terror pods are a special type of pod that only appear in [[Missions_(Long_War)#Terror_Site|Terror Sites]], [[UFOs_(Long_War)#Large_UFOs|Large UFOs]], [[Threat (Long War)#Trap UFOs|Trap UFOs]], [[Missions_(Long_War)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(Long_War)#Retaliation|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens, and are the only pod which contains [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalids]]. EXALT also make an appearance in later months.<br />
<br />
* '''Command''' Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. [[Alien Life Forms (Long War)#Outsider|Outsiders]] are the most common type, though [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commanders]] replace them on larger UFOs after XCOM [[Missions_(Long_War)#Alien_Base_Assault|assaults]] its first [[Alien_Deployment_(Long_War)#Alien_Bases|alien base]], and Ethereals start appearing after the [[Alien Artifacts (Long War)#Story related items|Ethereal Device]] is recovered. [[Alien_Life_Forms_(Long_War)#Thin_Man|Thin Men]] may also appear in very early months in place of Outsiders on [[UFOs_(Long_War)#Large_UFOs|Large UFOs]]. Be warned: if a Command Pod spots XCOM and activates, it will immediately call all remaining alien forces on the map to its current location; this makes an early engagement against the Command Pod an incredibly risky affair.<br />
<br />
* '''EXALT''' Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(Long_War)|Covert Operations]]. A typical [[Missions_(Long_War)#Covert_Extraction|Covert Extraction]] contains one jumbo pod of 3-15 EXALT (with pod sizes growing as the campaign progresses), as well as several smaller pods of 1-3 EXALT. If XCOM activates any pod and fails to kill them immediately, the remaining pods will begin slowly converging on XCOMs location. In contrast, [[Missions_(Long_War)#Covert_Data_Recovery|Data Recovery]] contains several pods of 4-6 EXALT who behave as most pods do. All Covert Operations include drop ins or spawns of lone EXALT operatives who may or may not appear in cover and may or may not overwatch.<br />
<br />
==Geoscape==<br />
Aliens begin the invasion by taking over a target country to establish a base of operations, choosing a random continent that is not the same as the players starting continent and then choosing a random country in said continent. At some point in March of the first year, the chosen country will inexplicably leave XCOM, seemingly without warning; in reality, the aliens launched a large-scale operation called an [[Alien_Missions_(Long_War)#Infiltrate|Infiltration]] mission in which they capture and control the local leadership, setting up a [[Alien_Deployment_(Long_War)#Alien_Bases|Base]] to project their influence and coordinate operations. To prevent further Infiltration missions, XCOM will have to maintain a constant pressure over the aliens in the coming months, denying the aliens success in their ground and air operations so that they view XCOM as a more important [[Threat_(Long_War)|Threat]], or denying and starving the aliens of [[Alien_Resources_(Long_War)|Resources]]; either is sufficient to prevent aliens from capturing countries instantly, though XCOM will still have to deal with the spread of [[Panic_(Long_War)|panic]] which, if allowed to reach critical levels, provides aliens with a window to capture countries smoothly and easily without the use of the relatively expensive Infiltration mission.<br />
<br />
===Air Operations===<br />
The Aliens conduct various [[Alien_Missions_(Long_War)|UFO missions]] in the air to achieve their nefarious ends and support their invasion effort. Missions are planned monthly, at the start of the month, and take into consideration [[Alien_Resources_(Long_War)|Alien Resources]] and the [[Threat_(Long_War)|Threat Level]] the aliens perceive XCOM to represent. Damaging, shooting down, destroying and/or raiding UFOs is one of few means of denying & depriving the aliens of resources; ironically, doing so also increases threat, so XCOM always finds itself caught between protecting countries from a surge in alien resources and protecting itself from a surge in perceived threat.<br />
<br />
The Aliens primary strategy is to invade and take over the globe; they perform this by capturing countries, tending to focus on those adjacent to their existing holdings first before expanding outward to other continents. This tendency is governed primarily by an RNG that is biased towards focusing efforts on the highest [[Panic_(Long_War)|Panic]] countries, though there is always a possibility of another target being chosen. [[Alien_Missions_(Long_War)#Bomb|Bombing runs]] and [[Alien_Missions_(Long_War)#Terrorize_Populace|Terror missions]] are used to spread [[Panic_(Long_War)|Panic]] to targeted countries to allow the aliens a window to infiltrate and control the local leadership and then install a [[Alien_Deployment_(Long_War)#Alien_Bases|base]]; with enough [[Alien_Resources_(Long_War)|resources]], however, the aliens will attempt [[Alien_Missions_(Long_War)#Infiltrate|Infiltration]] missions to capture countries directly regardless of panic levels.<br />
<br />
The Aliens will attempt to [[Alien_Missions_(Long_War)#Scout|Scout]] out and then [[Alien_Missions_(Long_War)#Hunt|Hunt]] down satellites to deny XCOM their primary means of engaging UFOs, with the RNG biased towards protecting their own bases from being raided before striking at XCOM-controlled airspace to deny XCOM air superiority. The Aliens' available intelligence on XCOM satellites is abstracted somewhat: they will spend their monthly [[Alien_Missions_(Long_War)#Hunt|Hunt]] missions - representing satellites they've located through other means - to strike at XCOM satellites directly; conversely, they'll spend their monthly [[Alien_Missions_(Long_War)#Scout|Scout]] missions to try and locate satellites, spawning an additional [[Alien_Missions_(Long_War)#Hunt|Hunt]] mission over and above their monthly supply if the mission is successful. Where they are Scouting or Hunting is completely random, though they will always run the designated missions in countries with a Satellite over them.<br />
<br />
If the Aliens consider XCOM a large enough threat, they will begin to focus their efforts on [[Alien_Missions_(Long_War)#Retaliation|sabotaging XCOM operations directly]]. Above-average resources and threat is sufficient grounds to get them to send a ground team after your [[Missions_(Long_War)#XCOM_Air_Base_Defense|Interceptor Bases]], though they'll only start doing so once XCOM has built it's first [[Air_Combat_(Long_War)#Aircraft|Firestorm]]. They'll even initiate an [[Missions_(Long_War)#XCOM_Base_Defense|assault on XCOM Headquarters]] directly, though this requires a few months of maximum threat and resources to get the aliens to take such drastic & costly measures. High threat will also increase the likelihood that the Aliens will attempt to trap XCOM ground forces by sending a larger contingent of aliens to a given landed UFO than normal, though keep in mind that only UFOs that have ''successfully'' landed can be traps.<br />
<br />
The Aliens also run various missions across the globe to support their invasion efforts: [[Alien_Missions_(Long_War)#Research|Research]] missions to give their [[UFOs_(Long_War)|air]] and [[Alien_Life_Forms_(Long_War)|ground]] forces a numerical edge in combat and [[Alien_Missions_(Long_War)#Harvest|Harvest]] missions to increase their supply of [[Alien_Resources_(Long_War)|Resources]] so that they can field more missions and more powerful UFOs. Denying the Aliens the ability to do either helps in the long term, though the need to respond is not as dire as it is for other missions. On top of that, at high enough threat, the Aliens will often try to avoid XCOM-controlled countries when harvesting resources, though being forced to choose less optimal sites reduces the return. Lastly, Aliens will also conduct [[Alien_Missions_(Long_War)#Abduction|Abduction]] missions - for nebulous and mysterious reasons that may tie in with their overall purpose for invasions. Abduction missions don't particularly help the aliens or hurt XCOM, though failing to respond to them will still spread panic.<br />
<br />
===Alien Bases===<br />
As the Aliens expand their coverage over the globe, they install '''Bases''' to exert pressure and control over the local government (likely via psionics). Where XCOM fails to present itself as an adequate [[Threat_(Long_War)|threat]] and given a surge in [[Alien_Resources_(Long_War)|resources]], the Aliens will [[Alien_Missions_(Long_War)#Infiltrate|capture]] target countries directly with a large scale military operation; that said, a country too busy managing it's own [[Panic_(Long_War)#Country_Defection|panicking]] citizens due to unchecked alien activity will effectively hand itself over on a silver platter. Regardless of the method, the country will withdraw from the Council, and soon an '''Alien Base''' will be constructed on the target country to cement their foothold.<br />
<br />
'''Alien Bases''' provide aliens with a selection of benefits:<br />
<br />
#They exert control over a target country, preventing it from returning to the XCOM project while the base is intact. Captured countries will no longer provide XCOM [[The_Council_(Long_War)#Funding|funding]] & will not make requests to the Council; as a consequence, XCOMs means of acquiring additional income & personnel is disrupted. Finally, XCOM will be deprived of any country & continent bonuses associated with the given country, though XCOMs starting country bonus (if the aliens manage to capture XCOMs starting country) will not be removed.<br />
#They provide the Aliens a monthly supply of [[Alien_Research_(Long_War)#Bonus Research|Bonus Research]], which steadily increases the capabilities of their air and ground forces. More research means more [[Alien_Life_Forms_(Long_War)|alien types]] and higher-leveled aliens, as well as more powerful [[UFOs_(Long_War)|UFOs]].<br />
#They provide the Aliens with a steady supply of [[Alien_Resources_(Long_War)|Resources]], which allows them to run more dangerous [[Alien_Missions_(Long_War)|air operations]] more frequently & using more powerful [[UFOs_(Long_War)|UFOs]].<br />
<br />
XCOM can return the country to the Council by [[Missions_(Long_War)#Alien_Base_Assault|successfully assaulting]] the base, though locating them requires progressing far enough through the main plot and installing a [[Air Combat (Long War)#Aircraft|Satellite]] over the target country.<br />
<br />
==Pod Type Probability==<br />
The following table determines the probability of a given pod having a given leader, based on the amount of [[Alien_Research_(Long_War)|Alien Research]]. Namely, for every 28 points of '''Alien Research''' (which, at minimum, is guaranteed to increase by 1 every day), a counter called [[Alien Research (Long War)#iMonth|iMonth]] increases by 1. Furthermore, for the purposes of [[Missions (Long War)#UFO Landing Site|Landed UFOs]], ''iMonth'' is treated as being one higher than it currently is.<br />
<br />
The leader determines the potential composition of the pod; for instance, a Mechtoid pod leader can be joined by other Mechtoids and Sectoids, while a Cyberdisc pod leader can be joined by other Cyberdiscs and Drones.<br />
<br />
{| class="wikitable mw-collapsible" style="text-align: center;"<br />
! colspan=4 | Pod Type Probabilities<br />
|-<br />
! iMonth<br />
! Pod Leader<br />
! Soldier %<br />
! Terror %<br />
|-<br />
| rowspan=3 | 0<br />
| Sectoid<br />
| 76%<br />
| -<br />
|-<br />
| Drone<br />
| 24%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 100%<br />
|-<br />
| rowspan=5 | 1<br />
| Sectoid<br />
| 29%<br />
| -<br />
|-<br />
| Drone<br />
| 9%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 62%<br />
|-<br />
| Floater<br />
| 37%<br />
| 25%<br />
|-<br />
| Thin Man<br />
| 35%<br />
| 13%<br />
|-<br />
| rowspan=7 | 2<br />
| Sectoid<br />
| 21%<br />
| -<br />
|-<br />
| Drone<br />
| 6%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 47%<br />
|-<br />
| Floater<br />
| 26%<br />
| 19%<br />
|-<br />
| Thin Man<br />
| 20%<br />
| 9%<br />
|-<br />
| Seeker<br />
| 17%<br />
| 25%<br />
|-<br />
| Muton<br />
| 10%<br />
| -<br />
|- <br />
| rowspan=8 | 3<br />
| Sectoid<br />
| 12% <br />
| -<br />
|-<br />
| Drone<br />
| 6%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 40% <br />
|-<br />
| Floater<br />
| 26%<br />
| 17%<br />
|-<br />
| Thin Man<br />
| 19%<br />
| 8%<br />
|-<br />
| Seeker<br />
| 16%<br />
| 21%<br />
|-<br />
| Muton<br />
| 21%<br />
| 9%<br />
|-<br />
| Cyberdisc<br />
| -<br />
| 5%<br />
|-<br />
| rowspan=8 | 4<br />
| Sectoid<br />
| 10%<br />
| -<br />
|-<br />
| Drone<br />
| 6%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 32%<br />
|-<br />
| Floater<br />
| 22%<br />
| 14%<br />
|-<br />
| Thin Man<br />
| 16%<br />
| 6%<br />
|-<br />
| Seeker<br />
| 15%<br />
| 17%<br />
|-<br />
| Muton<br />
| 22%<br />
| 7%<br />
|-<br />
| Cyberdisc<br />
| 9%<br />
| 24%<br />
|-<br />
| rowspan=10 | 5<br />
| Sectoid<br />
| 10%<br />
| -<br />
|-<br />
| Drone<br />
| 5%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 29%<br />
|-<br />
| Floater<br />
| 20%<br />
| 11%<br />
|-<br />
| Thin Man<br />
| 16%<br />
| 6%<br />
|-<br />
| Seeker<br />
| 13%<br />
| 15%<br />
|-<br />
| Muton<br />
| 20%<br />
| 6%<br />
|-<br />
| Cyberdisc<br />
| 8%<br />
| 21%<br />
|-<br />
| Berserker<br />
| -<br />
| 3%<br />
|-<br />
| Mechtoid<br />
| 8%<br />
| 9%<br />
|-<br />
| rowspan=10 | 6<br />
| Sectoid<br />
| 9%<br />
| -<br />
|-<br />
| Drone<br />
| 5%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 26%<br />
|-<br />
| Floater<br />
| 6%<br />
| 11%<br />
|-<br />
| Thin Man<br />
| 15%<br />
| 6%<br />
|-<br />
| Seeker<br />
| 12%<br />
| 13%<br />
|-<br />
| Muton<br />
| 19%<br />
| 6%<br />
|-<br />
| Cyberdisc<br />
| 8%<br />
| 19%<br />
|- <br />
| Mechtoid<br />
| 6%<br />
| 8%<br />
|-<br />
| Berserker<br />
| 20%<br />
| 11%<br />
|-<br />
| rowspan=12 | 7<br />
| Sectoid<br />
| 8%<br />
| -<br />
|-<br />
| Drone<br />
| 3%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 26%<br />
|-<br />
| Floater<br />
| 6%<br />
| 5%<br />
|-<br />
| Thin Man<br />
| 13%<br />
| 5%<br />
|-<br />
| Seeker<br />
| 11%<br />
| 14%<br />
|-<br />
| Muton<br />
| 17%<br />
| 5%<br />
|-<br />
| Cyberdisc<br />
| 7%<br />
| 18%<br />
|-<br />
| Mechtoid<br />
| 6%<br />
| 8%<br />
|-<br />
| Berserker<br />
| 17%<br />
| 10%<br />
|-<br />
| Sectoid Commander<br />
| 6%<br />
| 5%<br />
|-<br />
| Mechtoid (Alt)<br />
| 6%<br />
| 4%<br />
|-<br />
| rowspan=15 | 8<br />
| Sectoid<br />
| 6%<br />
| -<br />
|-<br />
| Drone<br />
| 3%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 20%<br />
|-<br />
| Floater<br />
| 4%<br />
| 4%<br />
|-<br />
| Thin Man<br />
| 10%<br />
| 4%<br />
|-<br />
| Seeker<br />
| 9%<br />
| 11%<br />
|-<br />
| Muton<br />
| 13%<br />
| 4%<br />
|-<br />
| Cyberdisc<br />
| 9%<br />
| 15%<br />
|-<br />
| Mechtoid<br />
| 10%<br />
| 8%<br />
|-<br />
| Berserker<br />
| 14%<br />
| 9%<br />
|-<br />
| Sectoid Commander<br />
| 4%<br />
| 4%<br />
|-<br />
| Mechtoid (Alt)<br />
| 4%<br />
| 2%<br />
|-<br />
| Heavy Floater<br />
| 14%<br />
| 9%<br />
|-<br />
| EXALT<br />
| -<br />
| 3%<br />
|-<br />
| EXALT Elite<br />
| -<br />
| 7%<br />
|-<br />
| rowspan=16 | 9<br />
| Sectoid<br />
| 7%<br />
| -<br />
|-<br />
| Drone<br />
| 2%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 20%<br />
|-<br />
| Floater<br />
| 5%<br />
| 5%<br />
|-<br />
| Thin Man<br />
| 9%<br />
| 4%<br />
|-<br />
| Seeker<br />
| 7%<br />
| 6%<br />
|-<br />
| Muton<br />
| 12%<br />
| 4%<br />
|-<br />
| Cyberdisc<br />
| 9%<br />
| 15%<br />
|-<br />
| Mechtoid<br />
| 11%<br />
| 8%<br />
|-<br />
| Berserker<br />
| 7%<br />
| 8%<br />
|-<br />
| Sectoid Commander<br />
| 4%<br />
| 2%<br />
|-<br />
| Mechtoid (Alt)<br />
| 5%<br />
| 2%<br />
|-<br />
| Heavy Floater<br />
| 14%<br />
| 8%<br />
|-<br />
| EXALT<br />
| -<br />
| 4%<br />
|-<br />
| EXALT Elite<br />
| -<br />
| 6%<br />
|-<br />
| Muton Elite<br />
| 8%<br />
| 5%<br />
|-<br />
| rowspan=17 | 10<br />
| Sectoid<br />
| 6%<br />
| -<br />
|-<br />
| Drone<br />
| 3%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 19%<br />
|-<br />
| Floater<br />
| 5%<br />
| 4%<br />
|-<br />
| Thin Man<br />
| 9%<br />
| 4%<br />
|-<br />
| Seeker<br />
| 7%<br />
| 6%<br />
|-<br />
| Muton<br />
| 11%<br />
| 4%<br />
|-<br />
| Cyberdisc<br />
| 9%<br />
| 14%<br />
|-<br />
| Mechtoid<br />
| 11%<br />
| 8%<br />
|-<br />
| Berserker<br />
| 7%<br />
| 7%<br />
|-<br />
| Sectoid Commander<br />
| 9%<br />
| 4%<br />
|-<br />
| Mechtoid (Alt)<br />
| 5%<br />
| 3%<br />
|-<br />
| Heavy Floater<br />
| 11%<br />
| 8%<br />
|- <br />
| EXALT<br />
| -<br />
| 3%<br />
|-<br />
| EXALT Elite<br />
| -<br />
| 6%<br />
|-<br />
| Muton Elite<br />
| 7%<br />
| 4%<br />
|-<br />
| Sectopod<br />
| -<br />
| 6%<br />
|-<br />
| rowspan=18 | 11<br />
| Sectoid<br />
| 6%<br />
| -<br />
|-<br />
| Drone<br />
| 3%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 18%<br />
|-<br />
| Floater<br />
| 5%<br />
| 4%<br />
|-<br />
| Thin Man<br />
| 9%<br />
| 4%<br />
|-<br />
| Seeker<br />
| 7%<br />
| 5%<br />
|-<br />
| Muton<br />
| 11%<br />
| 4%<br />
|-<br />
| Cyberdisc<br />
| 9%<br />
| 14%<br />
|-<br />
| Mechtoid<br />
| 11%<br />
| 7%<br />
|-<br />
| Berserker<br />
| 7%<br />
| 8%<br />
|-<br />
| Sectoid Commander<br />
| 9%<br />
| 4%<br />
|-<br />
| Mechtoid (Alt)<br />
| 5%<br />
| 2%<br />
|-<br />
| Heavy Floater<br />
| 11%<br />
| 8%<br />
|-<br />
| EXALT<br />
| -<br />
| 3%<br />
|-<br />
| EXALT Elite<br />
| -<br />
| 6%<br />
|-<br />
| Muton Elite<br />
| 7%<br />
| 3%<br />
|-<br />
| Sectopod<br />
| -<br />
| 6%<br />
|-<br />
| Ethereal<br />
| -<br />
| 3%<br />
|-<br />
| rowspan=18 | 12<br />
| Sectoid<br />
| 6%<br />
| -<br />
|-<br />
| Drone<br />
| 2%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 18%<br />
|-<br />
| Floater<br />
| 5%<br />
| 4%<br />
|-<br />
| Thin Man<br />
| 8%<br />
| 3%<br />
|-<br />
| Seeker<br />
| 7%<br />
| 5%<br />
|-<br />
| Muton<br />
| 10%<br />
| 4%<br />
|-<br />
| Cyberdisc<br />
| 8%<br />
| 13%<br />
|-<br />
| Mechtoid<br />
| 11%<br />
| 8%<br />
|-<br />
| Berserker<br />
| 6%<br />
| 7%<br />
|-<br />
| Sectoid Commander<br />
| 8%<br />
| 4%<br />
|-<br />
| Mechtoid (Alt)<br />
| 5%<br />
| 2%<br />
|-<br />
| Heavy Floater<br />
| 9%<br />
| 7%<br />
|-<br />
| EXALT<br />
| -<br />
| 3%<br />
|-<br />
| EXALT Elite<br />
| -<br />
| 6%<br />
|-<br />
| Muton Elite<br />
| 11%<br />
| 4%<br />
|-<br />
| Sectopod<br />
| -<br />
| 8%<br />
|-<br />
| Ethereal<br />
| 4%<br />
| 3%<br />
|-<br />
| rowspan=18 | 13+<br />
| Sectoid<br />
| 6%<br />
| -<br />
|-<br />
| Drone<br />
| 2%<br />
| -<br />
|-<br />
| Chryssalid<br />
| -<br />
| 17%<br />
|-<br />
| Floater<br />
| 4%<br />
| 4%<br />
|-<br />
| Thin Man<br />
| 8%<br />
| 4%<br />
|-<br />
| Seeker<br />
| 6%<br />
| 5%<br />
|-<br />
| Muton<br />
| 10%<br />
| 3%<br />
|-<br />
| Cyberdisc<br />
| 8%<br />
| 13%<br />
|-<br />
| Mechtoid<br />
| 10%<br />
| 7%<br />
|-<br />
| Berserker<br />
| 6%<br />
| 7%<br />
|-<br />
| Sectoid Commander<br />
| 8%<br />
| 4%<br />
|-<br />
| Mechtoid (Alt)<br />
| 6%<br />
| 5%<br />
|-<br />
| Heavy Floater<br />
| 9%<br />
| 7%<br />
|-<br />
| EXALT<br />
| -<br />
| 3%<br />
|-<br />
| EXALT Elite<br />
| -<br />
| 5%<br />
|-<br />
| Muton Elite<br />
| 10%<br />
| 4%<br />
|-<br />
| Sectopod<br />
| 3%<br />
| 8%<br />
|-<br />
| Ethereal<br />
| 3%<br />
| 3%<br />
|}<br />
<br />
==See also==<br />
{{Aliens (Long War) Navbar}}<br />
[[Category: Aliens (Long War)]]<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=99491Assault (Long War)2021-01-27T21:13:47Z<p>Neverim: for second wave option Training Roulette</p>
<hr />
<div>[[File: CLASS ASSAULT.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Assault]]<br />
{{Toc (Long War)|18}}<br />
<br />
The Long War '''Assault''' is similar to the vanilla Assault. Their signature ability is '''Run & Gun''', which works exactly as it does in vanilla XCOM.<br />
<br />
:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapons''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': Impact Vest, Shredder Ammo, Breaching Ammo.<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Run and Gun (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Steadfast (Long War)|text=1}}<br />
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}<br />
|LCorporal3={{ Flush (Long War)|text=1}}<br />
|LCorporalE1='''+5 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{ Will To Survive (Long War)|text=1}}<br />
|Corporal2={{ Aggression (Long War)|text=1}}<br />
|Corporal3={{ Ranger (Long War)|text=1}}<br />
|CorporalE1='''+3 Will.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1=<span style="color:blue;">{{ Close Encounters (Long War)|text=1}}</span><br />
|Sergeant2=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|Sergeant3=<span style="color:blue;">{{ Hit And Run (Long War)|text=1}}</span><br />
|SergeantE1='''+3 Will.'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{ Resilience (Long War)|text=1}}<br />
|TechSgt2=<span style="color:blue;">{{ Killer Instinct (Long War)|text=1}}</span><br />
|TechSgt3={{ Executioner (Long War)|text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3='''+2 Aim, +2 Will.'''<br />
|GunSgt1={{ Tactical Sense (Long War)|text=1}}<br />
|GunSgt2={{ Bring Em On (Long War)|text=1}}<br />
|GunSgt3={{ Sprinter (Long War)|text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}<br />
|MSgt3=<span style="color:blue;">{{ Lightning Reflexes (Long War)|text=1}}</span><br />
|MSgtE1='''+1 Mobility, +4 Aim, +4 Will.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
*If Training Roulette is on, and Lock n' Load is acquired: reloading as the first action also stops Hit and Run from activating.<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Mobile Offense<br />
<br />
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping '''Light 'Em Up''' for '''Run & Gun'''. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.<br />
<br />
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is '''Lightning Reflexes''', allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it.<br />
<br />
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, '''Lightning Reflexes''' to not be hit by overwatch when running to comm arrays, and they can use '''Run & Gun''' to hack arrays on the same turn after dashing.<br />
<br />
==Sample Builds==<br />
===Tank Psi Assault===<br />
A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. They gain a total of +15 will from perks in addition to average will stat growth, putting them above a Steadfast-Revive-Extra Conditioning '''Medic''' (40-47 will growth vs 39-46 will on Psi Medic).<br />
<br />
At Lance Corporal: '''Close Combat Specialist''' for situations where enemies will close to point blank range in attempts to flank or melee your Assault. Alternatively, '''Steadfast''' can be chosen for the +5 bonus will for soldiers you're grooming for psi. <br />
<br />
At Corporal: '''Will to Survive''' is a key perk, providing 1.5 DR when in cover, improving survivability when your assault inevitably takes hits. <br />
<br />
At Sergeant: '''Close Encounters''' for maximum flexibility and the bonus Will. Since the tank build is less aggressively focused, you won't be using as much '''Run & Gun''' and flanking, so '''Rapid Fire''' and '''Hit and Run''' are less useful, whereas you will often be at close quarters to encourage enemies to shoot at the tank assault instead of other soldiers and it pairs well with '''Close Combat Specialist''', allowing up to 3 shots a turn on a target. <br />
<br />
At Tech Sergeant: '''Resilience''' is another key tanking perk, granting crit immunity, limiting how much damage your assault can suffer, greatly increasing durability. <br />
<br />
At Gunnery Sergeant: '''Sprinter''' to allow the use of Titan Armor without using an item slot for Walker Servos, as well as getting into position generally. '''Tactical Sense''' is a trap - you want the aliens to fire at your Assault Tank. Raising defense will make it more likely that they ignore your assault and shoot your squishy troops.<br />
<br />
At Master Sergeant: '''Extra Conditioning''' to provide extra HP, aim, will, and mobility, increasing tanking and versatility. <br />
<br />
Equip completed build with: Shotgun weapons for increased damage and crit chance. Heavy armor for durability (they'll draw a lot of fire!). Reinforced armor, Psi Screen, Alloy Plating, Chitin Plating and Impact Vest are all good tank items. Breaching rounds to improve damage against armored targets. Mind Shield for late game psi.<br />
<br />
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Iron Skin is crucial. Secondary Heart is a good as well.<br />
<br />
===R&G Operative=== <br />
Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire. Chop into a Marauder once EXALT is out of the game.<br />
<br />
At Lance Corporal: '''Steadfast''' In your campaign, the operative will be hit by EXALT grenades at least once. On an extraction mission, a panic will result in a guaranteed dead operative and failed mission.<br />
<br />
At Corporal: '''Ranger''' as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have increased damage on alien missions.<br />
<br />
At Sergeant: '''Rapid Fire''' works with '''Run & Gun''', which is key to chaining transmitters on covert ops. With '''Ranger''', '''Rapid Fire''' allows good pistol damage even on a Covert Extraction. Be careful that you don't empty your magazine, or else you can't use '''Run & Gun''' the next turn to hit a transmitter! Alternatively, '''Close Encounters''' synergizes well with '''Close Combat Specialist''' to allow your covert op to deal decent amounts of damage or shoot and then reload to allow '''Run & Gun''' the next turn. <br />
<br />
At Tech Sergeant: '''Resilience''' to increase the durability of the covert operative and prevent them from being one-shot by grenades, since they are limited in health.<br />
<br />
At Gunnery Sergeant: '''Sprinter''' to hit relays on the far opposite side of the map with Run and Gun, and get out of a Covert Extraction before EXALT swarms your small squad.<br />
<br />
At Master Sergeant: '''Extra Conditioning''' for the extra mobility and durability. Covert Extractions are about covering distance and having your operative survive grenades. The extra Aim benefits '''Rapid Fire''' outside of Covert Operation missions. Alternatively, '''Lightning Reflexes''' can protect your operative from Overwatch fire if you're more worried about that.<br />
<br />
Equip Completed build with: Operative Missions: Respirator Implant for +1hp without movement penalty, and Motion Tracker to plan Transmitter runs. As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and Gunslinger. Heavy armor (Titan and/or Archangel) as this Assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.<br />
<br />
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric Skin (bonus visibility at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT's Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)<br />
<br />
===Anti-EXALT=== <br />
Specialises in slaughtering helpless EXALT as fast as possible, but also useful in some other missions, especially Terror missions.<br />
<br />
''Suitable Recruits'': High Mobility is important, as the soldier will usually be burdened with a shotgun and heavy pistol, and EXALT missions often require covering a lot of ground.<br />
<br />
LCPL: '''Close Combat Specialist'''. Essential perk that will provide the large number of extra shots needed to whittle down EXALT numbers, and the high Health of some higher level EXALT.<br />
<br />
CPL: '''Ranger'''. Essential perk as it will slightly boost the damage of every shot, and this build will take an awful lot of shots. The bonus to pistol accuracy is also useful, so that the soldier has an effective long-range alternative to its shotgun. At the same rank, Aggression is not useful to this build, as its CCS reaction shots cannot crit.<br />
<br />
SGT: '''Hit & Run''' or '''Close Encounters'''. Either option can work for this build. H&R has the advantage that it can be used with longer-range pistol shots. CE that it can be used despite cover (and against flyers, though this is not relevant to EXALT missions).<br />
<br />
TSGT: '''Resilience'''. EXALT missions often involve abandoning cover to advance as fast as possible, and getting in among the enemy. Usually, this is made safe by keeping EXALT's main guns deactivated, but Resilience helps to keep a soldier safe if there is a slip-up. If you are confident in your ability to keep the soldier safe, ''Executioner'' makes for a good alternative. (Killer Instinct is not effective as it does not combine well with Hit & Run or CE from SGT rank, above.)<br />
<br />
GSGT: '''Sprinter'''. Helps to cover ground, without needing to use Run & Gun, on EXALT missions.<br />
<br />
MSGT: '''Vital Point Targeting'''. Like Ranger, affects all shots taken. And no Autopsies are needed for it to affect EXALT!<br />
<br />
''Role'': EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions, two or three Assaults with this build, supported by a few other soldiers, including some with Overwatch builds, should make short work of the enemy, often not even giving them a single turn of effective fire.<br />
<br />
The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies.<br />
<br />
''Gear'': These Assaults should be armed with shotgun-type weapons and heavy pistols (Machine Pistol-type). On EXALT missions, use light armour to maximise Mobility (as long as the Assault's Health is not so low that you are worried about being taken out by a single grenade). Also on EXALT missions, take Hi-Cap Mags, and Alien Trophies to ensure that a turn of fire isn't missed to panic if the Assault gets grenaded. On Terror missions, take heavier armour and Chitin Plating.<br />
<br />
''Limitations'': On regular missions, where it is not practical to get in among the enemy for fear of activating more pods, this build is less effective. Although it can still contribute a bit at longer ranges with its pistol thanks to Ranger, many other types of soldier (including other Assault builds) would offer more. Therefore, you may not want to develop more than two or three of these Assaults, and may want to chop one or more of them into MECs once EXALT is no longer a going concern.<br />
<br />
===Stormtrooper===<br />
This is a mid-game build that comes into its own when Gauss Stutterguns, plus the Ammo Conservation Foundry project, have been obtained. Its role is as an Assault that can provide effective firepower in all firefights, not just close-range shotgun work, can break enemy lines and cause massive damage on flanks.<br />
<br />
''Suitable Recruits'': Above average Mobility and decent Aim.<br />
<br />
LCPL: '''Flush'''. The kind of mid-game squads a Stormtrooper should be accompanying should include one or more excellent Overwatchers (appropriate Infantry, Medic, Rocketeer or Gunner builds) who can take advantage of an enemy flushed into their fire. Also has general utility for finishing off weakened enemies.<br />
<br />
CPL: '''Aggression'''. Essential perk for boosting this build's crit rate.<br />
<br />
SGT: '''Hit & Run'''. This build prefers to operate with an SMG, whose much longer effective range than a shotgun's means that H&R is preferred over Close Encounters.<br />
<br />
TSGT: '''Executioner'''.<br />
<br />
GSGT: '''Bring 'Em On'''. Essential perk that gives this build much-increased damage potential.<br />
<br />
MSGT: '''Extra Conditioning''' or '''Vital Point Targeting'''. This build takes no other defensive perk choices, so Extra Conditioning can be a good cautious choice for keeping the investment alive. On the other hand, VPT will further boost damage capacity.<br />
<br />
''Role'': This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. However, at the start of the game they are severely limited by their low ammunition (2), poor base damage (25% worse than Assault Rifles, 50% worse than Shotguns) and poor crit rate (no crit bonus at all). (Another advantage is that Gauss Stutterguns are very cheap, while more advanced shotguns increasingly become very expensive specialist weapons.) Early on, SMGs should only see use on soldiers not expected to contribute much from their shooting at all.<br />
<br />
However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Its lack of crit bonus can now be compensated for through perks like Aggression and Executioner. The result is a highly mobile Assault who can contribute in all types of engagement: Flushing enemies into Overwatch fire when bogged down into cover-to-cover firefights; and taking high-damage flanks (or shots against targets with destroyed cover) when feasible.<br />
<br />
''Gear'': Gauss Stuttergun. When Pulse Lasers are researched, higher-ranking Stormtroopers can take Pulse Stenguns for the boosted crit chance. Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit. Either heavy or light armour can be used depending on mission and expected level of resistance. Shredder Ammo is recommended: it combines well with Flush, and also allows the build to contribute more against very high Health enemies. The other slot is relatively free, and may be used for armour plating, a crit bonus item, or an Alien grenade or support grenade.<br />
<br />
''Limitations'': Before the Gauss Stuttergun (with Ammo Conservation) becomes available, this build will likely be outperformed by Assault builds that use Close Combat Specialist and shotguns. Equally, when most squads do not have one or more reliable Overwatchers (and when you don't yet have Shredder Ammo), their Flush will not be especially useful. It is suggested that later recruits (reward soldiers who start at CPL or SGT) be used to make most Stormtroopers.<br />
<br />
A major use of this build is to break cover-to-cover stalemates by flanking the enemy position. As always, be aware that such moves may activate more enemy pods: it is wise to check the situation with a Battlescanner before making an aggressive flanking move.<br />
<br />
Also note that, even with flanks and Aggression, and relying on crits for its high damage rate, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can't be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Scout_(Long_War)&diff=99490Scout (Long War)2021-01-27T21:06:49Z<p>Neverim: for second wave option Training Roulette</p>
<hr />
<div>[[File: Class Scout (Long War).png|left|frame|64px|&nbsp;&nbsp;&nbsp;&nbsp;Scout]]<br />
{{Toc (Long War)|28}}<br />
<br />
The '''Scout''' is a unique class that doesn't have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout's signature ability is '''Lightning Reflexes''', greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.<br />
:'''Secondary Weapon''': Pistols, Machine pistols, Sawed-off Shotgun.<br />
:'''Class-Limited items''': Marksman Scope, Chameleon Suit.<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{Lightning Reflexes (Long War) |text=1}}<br />
|SpecialistE1= '''+1 Mobility.'''<br />
|LCorporal1={{Holo-Targeting (Long War) |text=1}}<br />
|LCorporal2={{Damn Good Ground (Long War) |text=1}}<br />
|LCorporal3={{Lone Wolf (Long War) |text=1}}<br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{Low Profile (Long War) |text=1}}<br />
|Corporal2={{Ranger (Long War) |text=1}}<br />
|Corporal3={{Deadeye (Long War) |text=1}}<br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2='''+1 Aim.'''<br />
|CorporalE3='''+1 Aim.'''<br />
|Sergeant1={{Flush (Long War) |text=1}}<br />
|Sergeant2={{Aggression (Long War) |text=1}}<br />
|Sergeant3=<span style="color:blue;">{{Battle Scanner (Long War) |text=1}}</span><br />
|SergeantE1=''No other bonuses.''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1=<span style="color:blue;">{{Concealment (Long War) |text=1}}</span><br />
|TechSgt2=<span style="color:blue;">{{In The Zone (Long War) |text=1}}</span><br />
|TechSgt3=<span style="color:blue;">{{Hit And Run (Long War) |text=1}}</span><br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3=''No other bonuses.''<br />
|GunSgt1={{Tactical Sense (Long War) |text=1}}<br />
|GunSgt2={{Bring Em On (Long War) |text=1}}<br />
|GunSgt3={{Sprinter (Long War) |text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{Extra Conditioning (Long War) |text=1}}<br />
|MSgt2={{Vital Point Targeting (Long War) |text=1}}<br />
|MSgt3=<span style="color:blue;">{{Smoke And Mirrors (Long War) |text=1}}</span><br />
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=0 || rank1-aim-add=4 || rank1-will-add=5(-6) || rank1-hp-total=0 || rank1-aim-total=4 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=0 || rank2-aim-total=7 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=4 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=11 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=1 || rank4-aim-total=14 || rank4-will-total=16(-20)<br />
| rank5-hp-add=0 || rank5-aim-add=4 || rank5-will-add=3(-4) || rank5-hp-total=1 || rank5-aim-total=18 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=1 || rank6-aim-total=21 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=4 || rank7-will-add=2(-3) || rank7-hp-total=2 || rank7-aim-total=25 || rank7-will-total=24(-31)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Scout / Mobile Offense<br />
<br />
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of reconnaissance, able to provide situational awareness and thus battlefield control like no other unit can, but this is not it's only use; potent damage dealing perks like ''Hit and Run'' or ''In The Zone'' (gained relatively early at Tech Sergeant) make the Scout mobile & lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.<br />
<br />
Scouts have a great deal of flexibility, able to be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:<br />
* '''Scout''': A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever. A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping relatively safely using the core class perk ''Lightning Reflexes'' if any major threats choose to Overwatch. Even better is advancing under ''Concealment'', which is an effective method of gaining vision with almost no risk, so long as it is employed properly. The Scout class also gains the Battle Scanners perk relatively early which provides substantial vision out to a massive distance, which may be supplemented with Smoke & Mirrors later on for an extra charge.<br />
* '''Mobile DPS / Off-DPS''': The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks ''Hit and Run'' or ''In The Zone'' combined with other potent damage increasing abilities (''Aggression'', ''Bring Em On'', ''Ranger'', ''Vital Point Targeting'', and even ''Lone Wolf''), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. While other DPS classes gain an edge late game (most notably, Infantry and Snipers at Master Sergeant, and Gunners against mechanical units), the Scout readily transitions into one of the best DPS MECs in the game, the Pathfinder. Marksman Rifles can be used to make extended range attacks from risky positions, while the large ammo capacity of Shotguns makes them deadly for a close quarters ''In The Zone'' build.<br />
* '''Utility / Fire Support''': The Scout class contains a veritable toolbox of utility skills that can round out any squad. ''Concealment'' and ''Smoke & Mirrors'' can make for a decent Support Grenadier, able to Flashbang or Chem enemies from close range without breaking concealment; this is especially potent when combined with support psionics like ''Mind Merge'' or ''Psychokinetic Strike''. ''Holo-targeting'', ''Battle Scanners'', and ''Flush'' offer utility value in various circumstances as well.<br />
<br />
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. ''Concealment'' is particularly valuable for mid-to-late game Covert Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.<br />
<br />
==Sample Builds==<br />
===Concealment Recon===<br />
{{ListPerks (Long War)| {{Holo-Targeting (Long War)}} | {{Ranger (Long War)}} | {{Battle Scanner (Long War)}} | {{Concealment (Long War)}} | {{Sprinter (Long War)}} | {{Extra Conditioning (Long War)}} }}<br />
<br />
Role: Recon <br />
<br />
Pure information and utility build. Get your Scout hidden near the front line to plan engagements and let your snipers and LMG gunners get into position for a devastating first strike. Battle Scanner as a perk and Motion Sensors as an item give ideal information to prevent your squad from walking into a multiple-pod trap. Pick extreme mobility troops and give them a Strike Rifle and heavy Pistol. Caution: Concealment can get your Scout pinned, as you cannot move without activating in sight of an alien.<br />
<br />
Note: Low Profile does not work with Concealment. Ranger in its place allows some offensive utility, and allows a Strike Rifle to be used with a heavy pistol for reliable short range work. Extra Conditioning gives the Aim and HP to allow the Scout to slug it out when the firefight starts.<br />
<br />
Equipment: Motion Scanner, Armor plating, or Chameleon Suit.<br />
<br />
===Flanking Marksman===<br />
{{ListPerks (Long War)| {{Lone Wolf (Long War)}} | {{Ranger (Long War)}} | {{Aggression (Long War)}} | {{Hit And Run (Long War)}} | {{Sprinter (Long War)}} | {{Vital Point Targeting (Long War)}} }}<br />
<br />
Role: Extreme-mobility sniper<br><br />
Preferred Rookie stats: 15 mobility (16 if playing Nigeria start) and 70+ aim.<br />
<br />
This build is a compromise between the damage output of a Sniper, and the utility of a highly mobile Scout. It features some of the best of both worlds, and combines them to fill an interesting niche which neither no other class or build can truly claim. It does, however, sacrifice some of the utility of other Scout builds, and still lacks the incredible range (and therefore safety) of a traditional Sniper build.<br />
<br />
This build relies on extreme mobility and long-range flanking. This is good for some maps, namely wide open maps with good line-of-sight in all directions, and is poor on maps without these traits (such as most urban maps). Additionally, this encourages a play style which is risky due to the potential activation of pods during flanking maneuvers. As such, it should only be used with extreme caution, or not at all, particularly if playing Ironman.<br />
<br />
Note: This build can be varied in several ways.<br />
* ITZ can be taken instead of HaR if you can consistently get 2 or more shots with it. Otherwise HaR is the more reliable and higher damage choice here.<br />
* If ITZ is taken, Deadeye can be taken as well to thin out flyer pods. However, a traditional ITZ sniper build is superior in this role.<br />
* Bring 'Em On can be taken if you don't feel you need the extra mobility from Sprinter. Remember though, that squadsight ruins crit chance.<br />
* Extra Conditioning can be taken instead of VPT, particularly if you are behind on autopsies and/or ''Bring 'Em On'' was taken.<br />
<br />
Equipment: Strike Rifle. Marksman's Scope (unless Bring 'Em On was taken), Chameleon suit, and/or SCOPE. A solid pistol for short range engagements.<br />
<br />
===Covert Operator===<br />
{{ListPerks (Long War)| {{Lone Wolf (Long War)}} | {{Ranger (Long War)}} | {{Battle Scanner (Long War)}} | {{In The Zone (Long War)}} | {{Sprinter (Long War)}} | {{Vital Point Targeting (Long War)}} }}<br />
<br />
Role: Covert Ops against EXALT<br />
<br />
To serve as your covert operator, this soldier must work with a smaller weapon and item pool and therefore is geared around the idea.<br />
<br />
Use: Your operative is likely to start away from your squad with lower health than all of them. ''Lone Wolf'', ''Ranger'' and ''Vital Point Targeting'' will help when the operative needs to fight it out (or stall), while ''In the Zone'' will allow him or her to clean up after your main operatives. Additionally, the ''Battle Scanner'' will help keep eyes on and ''Sprinter'' will allow even easier mobility aiding with ''In the Zone''. Alternatively, HnR can be taken instead of ITZ if you have trouble setting up enemies for your operative or want more consistency.<br />
<br />
Equipment: The best pistol you have, otherwise have the waist empty or filled with zero weight items, or bring a Combat Stim for bursts of mobility. When brought to level up in a non-covert mission, bring a light weapon/armor.<br />
<br />
===Runner===<br />
{{ListPerks (Long War)| {{Holo-Targeting (Long War)}} | {{Low Profile (Long War)}} | {{Flush (Long War)}} | {{Hit And Run (Long War)}} | {{Tactical Sense (Long War)}} | {{Extra Conditioning (Long War)}} }}<br />
<br />
This is a default Scout build for use in squads that want a Scout for the utility it provides with ''Lightning Reflexes'', but don't expect to need Scout features such as ''Concealment/Battle Scanner'' or an ''In the Zone'' build, that instead provides broader utility in general firefights.<br />
<br />
Suitable Recruits: High Mobility, Health, Defence, as far as possible. Lower Aim is acceptable as Scouts have good Aim growth.<br />
<br />
''Holo-Targeting'' works well with ''Flush'', below, and generally helps the Scout contribute more towards squad firepower. ''Low Profile'' lets the Scout use a wider range of cover, leaving the choice full-cover spots to team-mates. Holo+Flush will set up easy shots for squad-mates who are good Overwatchers. With ''Hit & Run'', the Scout can provide considerably more with their own firepower, with the option to slip back to a position fully out of sight after the first shot. ''Tactical Sense'' helps the Scout dodge Overwatch fire and reduces the chance of them being targeted in other situations. (''Sprinter'' is an alternative if you just want to race these soldiers after Meld as fast as possible!) ''Extra Conditioning'' toughens and improves the soldier across the board.<br />
<br />
Role: This build has no one outstanding feature and is intended to contribute as much as possible to the squad throughout the game and across the board.<br />
<br />
Gear: Early on, an Assault or Laser Rifle. When they become available, a Gauss Stuttergun. Light or heavy armour depending on level of resistance expected. Armour plating item and utility grenade (flashbang) are typical choices. Chameleon Suit later in game improves the safety of drawing Overwatch fire considerably.<br />
<br />
Limitations: Compared with other Scouts, this build does not offer the battlefield information of a ''Concealment/Battle Scanner'' build (very important on missions such as Large UFOs), or the clean-up capability of an ''In the Zone'' build (handy on Terror missions). You may also find that they don't offer that much compared to other types of soldier if you are unwilling, for whatever reason, to make heavy use of ''Lightning Reflexes''<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Engineer_(Long_War)&diff=99489Engineer (Long War)2021-01-27T20:56:43Z<p>Neverim: for second wave option Training Roulette</p>
<hr />
<div>[[File: Class Engineer (Long War).png|left|frame|64px|&nbsp;&nbsp;Engineer]]<br />
{{Toc (Long War)|55}}<br />
<br />
The '''Engineer''' is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting '''Grenadier''' ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.<br />
<br />
:'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapon''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': Armor Piercing Ammo, Shredder Ammo.<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{Grenadier (Long War) |text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{Holo-Targeting (Long War) |text=1}}<br />
|LCorporal2=<span style="color:blue;">{{Smoke Grenade (Long War) |text=1}}</span><br />
|LCorporal3=<span style="color:blue;">{{Sapper (Long War) |text=1}}</span><br />
|LCorporalE1='''+1 Aim.'''<br />
|LCorporalE2=''No others bonuses.''<br />
|LCorporalE3=''No others bonuses.''<br />
|Corporal1={{Ranger (Long War) |text=1}}<br />
|Corporal2=<span style="color:blue;">{{Smoke And Mirrors (Long War) |text=1}}</span><br />
|Corporal3={{HEAT Warheads (Long War) |text=1}}<br />
|CorporalE1='''+2 Aim.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{Will To Survive (Long War) |text=1}}<br />
|Sergeant2=<span style="color:blue;">{{Repair (Long War) |text=1}}</span><br />
|Sergeant3=<span style="color:blue;">{{Suppression (Long War) |text=1}}</span><br />
|SergeantE1='''+3 Will.'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1=<span style="color:blue;">{{Battle Scanner (Long War) |text=1}}</span><br />
|TechSgt2=<span style="color:blue;">{{Dense Smoke (Long War) |text=1}}</span><br />
|TechSgt3=<span style="color:blue;">{{Mayhem (Long War) |text=1}}</span><br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3=''No other bonuses.''<br />
|GunSgt1={{Extra Conditioning (Long War) |text=1}}<br />
|GunSgt2={{Packmaster (Long War) |text=1}}<br />
|GunSgt3=<span style="color:blue;">{{HEAT Ammo (Long War) |text=1}}</span><br />
|GunSgtE1='''+3 Aim, +3 Will, +1 Mobility.'''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{Tandem Warheads (Long War) |text=1}}<br />
|MSgt2=<span style="color:blue;">{{Fire Rocket (Long War) |text=1}}</span><br />
|MSgt3=<span style="color:blue;">{{Bombard (Long War) |text=1}}</span><br />
|MSgtE1=''No other bonuses.''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=12 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Offensive Support / Defensive Support<br />
<br />
Engineers are a class largely based around items and special abilities. Their starting '''Grenadier''' perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with '''Sapper''' and '''Bombardier'''. With perks such as '''Smoke Grenade''', '''Dense Smoke''' and '''Smoke and Mirrors''', Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the '''Repair''' perk. Unfortunately, all of these roles compete for your limited item slots. <br />
<br />
As Engineers are mostly brought along for their consumable items, and therefore don't need high aim, they are great candidates to be your primary '''Psionic''' troopers or '''Officers'''.<br />
<br />
If you choose the '''Fire Rocket''' perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at. When carrying the Shredder Ammo item, the Engineer's rocket will simultaneously destroy cover and apply the Shredded condition.<br />
<br />
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.<br />
<br />
===Briefing===<br />
The '''Engineer''' is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the '''Infantry''' has two defined roles – the Aggressive approach and the Defensive one, the '''Engineer''' has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The '''Engineer''' brings a unique perk to the table – '''Repair'''. Unlike '''Disabling Shot''', this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the '''Packmaster''', but its efficiency when augmenting the Arc Thrower is definitely lower.<br />
<br />
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.<br />
<br />
===Perks===<br />
'''Lance Corporal'''<br />
<br />
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of '''Holo-Targeting''' do not stack, so it may be counterproductive to pick it up on too many soldiers.<br />
<br />
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with '''Suppression'''. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situation - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with '''Smoke & Mirrors''', '''Packmaster''' and '''Dense Smoke''', you can carry enough '''Smoke Grenades''' to cover your squad in almost every engagement in a mission.<br />
<br />
{{Sapper (Long War)|align=left}}The defining '''Engineer''' perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk '''Engineers''' cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. '''Sapper''' provides a decent boost to grenade damage, making your '''Engineers''' that much more deadly.<br />
<br />
'''Corporal'''<br />
<br />
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, '''Engineers''' do not use '''HEAT Warheads''' as efficiently as a '''Rocketeer''', since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.<br />
<br />
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your '''Engineer’s''' inventory is almost doubles their usefulness, even if you do not choose to use the '''Battle Scanner''' later on. However, it does not have synergy with '''Sapper''', as it does not apply to destructive grenades.<br />
<br />
{{Ranger (Long War)|align=left}}The low aim of the '''Engineer''' can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the '''Engineer''' does not have access to perks that provide critical damage or chance, so '''Ranger’s''' power less than with other soldiers. A build that uses the '''Arc Rifle''' as its primary weapon and a heavy pistol sidearm will benefit from '''Ranger''', however.<br />
<br />
'''Sergeant'''<br />
<br />
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters '''Engineer''', especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.<br />
<br />
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to '''Lock N' Load''' or large magazine weapons to continue suppressing, and picking up the '''Hi Cap Mags''' item will greatly reduce the effectiveness of a grenade specialist.<br />
<br />
{{Repair (Long War)|align=left}}Another class-defining perk, making the '''Engineer''' the only class that can make multiple capture attempts per mission - up to 4 with '''Packmaster'''. Also allows the '''Engineer''' to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.<br />
<br />
'''Tech Sergeant'''<br />
<br />
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. '''Dense Smoke''' gives almost the same defense as High Cover and reduces their chance to be crit.<br />
<br />
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the '''Engineers''' could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.<br />
<br />
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. The '''Arc Rifle''' also gains the +4 damage bonus from '''Mayhem''' that is applied to strike rifles, making it much more useful when not Disabling. "'''Mayhem''' allows the soldier to do two points of chip damage on '''Suppression''', but the '''Engineer''' is not a class that is optimized for a '''Suppression''' build. The '''Engineer''' can gain '''Shredder Ammo''' via an item, and thus the value of damaging '''Suppression''' is greatly increased, though still limited.<br />
<br />
'''Gunnery Sergeant'''<br />
<br />
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.<br />
<br />
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the '''Engineer''', as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with '''Mayhem Suppression'''. With an '''Arc Rifle''', the guaranteed damage to robotic units can make the '''Engineer''' able to finish off Drones or Seekers when not Disabling larger enemies.<br />
<br />
{{Packmaster (Long War)|align=left}}'''Packmaster''' greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your '''Engineer''' and can keep him safe, this perk could greatly improve his usefulness on the battlefield.<br />
<br />
'''Master Sergeant'''<br />
<br />
{{Fire Rocket (Long War)|align=left}}An '''Engineer’s''' rocket will be very unreliable when used without proper preparation, but with '''HEAT Warheads''' and '''Mayhem''' the rocket will still pack a decent punch. The rocket will also apply Shred when carrying Shredder Ammo.<br />
<br />
{{Bombard (Long War)|align=left}}This is one of the perks that allow the '''Engineer''' to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.<br />
<br />
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the '''Engineer''' to shine as a grenade specialist. If you're willing to expose your '''Engineer''' to danger and close the distance, they will rival '''Rocketeers''' for damage and cover destruction.<br />
<br />
==Sample Builds==<br />
===Explosive Grenades Specialist===<br />
{{Class Build (Long War)|<br />
|LCL={{ Sapper (Long War)}} <br />
|CPL={{ HEAT Warheads (Long War)}} <br />
|SGT={{ Repair (Long War)}} <br />
|TSG={{ Mayhem (Long War)}} <br />
|GSG={{ Packmaster (Long War)}} <br />
|MSG={{ Tandem Warheads (Long War)}}<br />
|Boost= +3 Aim; + 3 Will; + 1 Mobility<br />
|Strength=AOE Damage, Cover destruction<br />
|Weakness=Flyers, Single target damage<br />
|Battles=Heavy & Swarming abductions; Big UFOs; Data Recovery<br />
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades<br />
|Power Ranks=LCL for cover destruction, TSG and MSG for damage<br />
|Description=This soldier specializes in dealing explosive damage. Often, this Engineer will simply provide cover destruction with Alien or HE grenades for his squad. Occasionally, clumped enemies will present an opportunity for a damage grenade, particularly Chryssalids, Berserkers, Seekers, and Drones. For these situations, AP grenades are preferred, but Alien grenades can be used in a pinch. Combine with a shredder rocket beforehand for deadly effect. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies, especially when there will likely be lots of melee enemies (terror missions) or plenty of destructible cover.<br />
|Strategic Analysis=The explosives specialist provides two primary functions, cover destruction and AOE damage, and does excellently in these roles. The Repair skill is also incredibly useful once alien captures become a priority. However, it falls off late game mainly due to the fact that high-level Rocketeers are able do more damage, target flyers, and shred when necessary. They remain relevant for cover destruction, particularly after tactical rigging is acquired (allowing them to carry a staggering 9 grenades), however, a Toolbox engineer performs this roll nearly as well and provides far more utility. Thus, this build makes a good candidate to become Shoguns, who can be built to be one of the two best cover-destruction units in the game.<br />
}}<br />
<br />
===Support Grenades Specialist===<br />
{{Class Build (Long War)<br />
|LCL={{ Smoke Grenade (Long War)}} <br />
|CPL={{ Smoke And Mirrors (Long War)}} <br />
|SGT={{ Suppression (Long War)}} <br />
|TSG={{ Dense Smoke (Long War)}} <br />
|GSG={{ Packmaster (Long War)}} <br />
|MSG={{ Bombard (Long War)}} <br />
|Boost= +1 Aim<br />
|Strength=Crowd Control<br />
|Weakness=Damage, Cover destruction<br />
|Battles=Light & Moderate Abductions; Small & Medium UFOs; Covert Extraction<br />
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)<br />
|Power Ranks=None; build comes online immediately at LCL, and gains a bit more crowd control capability with every rank. TSG is a solid rank thanks to dense smoke.<br />
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially. For a very long mission such as a base assault, this build can bring enough smoke grenades to cover your squad in every dangerous engagement.<br />
|Strategic Analysis=Support grenades are useful at every phase of the game, and so is the support grenadier. However, lacking the Repair perk can become a big problem mid-game when captures become important. Forgoing Suppression weakens the build significantly, because it is the only unlimited form of enemy neutralization the Support Grenadier has. If using this build, having at least two engineers of a different build in your roster is advised for use in the mid-game. One final note: Medics can take the exact same build, albeit with Field Medic instead of Grenadier. Medics also have the option of taking Combat Drugs instead of Dense Smoke. If you would like support grenadiers in your roster, consider which of these two classes will better suit your needs and playstyle.<br />
}}<br />
<br />
===Toolbox Engineer===<br />
{{Class Build (Long War)<br />
|LCL={{ Sapper (Long War)}}<br />
|CPL={{ Smoke And Mirrors (Long War)}}<br />
|SGT={{ Repair (Long War)}}<br />
|TSG={{ Battle Scanner (Long War)}}<br />
|GSG={{ Packmaster (Long War)}}<br />
|MSG={{ Bombard (Long War)}}<br />
|Boost=N/A<br />
|Strength=Versatility: Intel, Cover destruction, Support grenades, Captures<br />
|Weakness=Lacks specialization (except Battle Scanners)<br />
|Battles=Any<br />
|Loadout=Carbine or SMG; Pistol; Any<br />
|Power Ranks=LCL for cover destruction, TSG for intel<br />
|Description=This is a strong hybrid build that allows the soldier to provide an incredible amount of utility, making them useful on almost any mission type. They can provide excellent cover destruction, get 3 support or damage grenades per backpack slot, and bring 4 arc thrower charges instead of just one. They excel at acquiring intel, as they get 4 battle scanners without a backpack slot upon reaching GSGT. However, intel is the only thing this engineer truly excels at. Support Grenadiers provide better smoke and crowd control, and Explosives Specialists provide slightly better cover destruction thanks to Tandem Warheads. Employ this build when you need to be ready with consumables for a variety of different situations, but cannot justify the squad slots to bring multiple engineers.<br />
|Strategic Analysis=This build is useful throughout the game, but falls off slightly when captures are no longer necessary. Take Suppression instead of Repair if this concerns you, but be prepared to have shortages of alien captives and weapons unless you have other engineers with the Repair perk.<br />
}}<br />
<br />
===Covert Operative===<br />
{{Class Build (Long War)<br />
|LCL={{ Sapper (Long War)}}<br />
|CPL={{ Smoke And Mirrors (Long War)}}<br />
|SGT={{ Will To Survive (Long War)}}<br />
|TSG={{ Battle Scanner (Long War)}}<br />
|GSG={{ Packmaster (Long War)}}<br />
|MSG={{ Bombard (Long War)}}<br />
|Boost= +3 Will<br />
|Strength=See "Toolbox Engineer" above<br />
|Weakness=See "Toolbox Engineer" above<br />
|Battles=Covert Operative<br />
|Loadout=A laser pistol and whatever grenades you deem necessary<br />
|Power Ranks=LCL for cover destruction<br />
|Description=The Engineer's ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. While this is a great boon to your squad during a Data Recovery operation, this build can be a very real liability during Covert Extraction missions, where Run 'n' Gun, Lightning Reflexes, Sprinter, and Concealment save lives; be prepared to lose this operative (along with the mission) during a Covert Extraction with unfortunate Comm Array placement.<br />
|Strategic Analysis=This build is almost identical to the Toolbox Engineer, except without the Repair skill. Consider taking Repair instead of Will To Survive if you want this build to be more useful outside of covert operations.<br />
}}<br />
<br />
===Bullet Wizard Engineer===<br />
{{Class Build (Long War)<br />
|LCL={{ Holo-Targeting (Long War)}}<br />
|CPL={{ Ranger (Long War)}}<br />
|SGT={{ Suppression (Long War)}}<br />
|TSG={{ Mayhem (Long War)}}<br />
|GSG={{ Extra Conditioning (Long War)}}<br />
|MSG={{ Fire Rocket (Long War)}}<br />
|Boost= +5 Aim; +3 Will; +1 Mobility<br />
|Strength=Increases damage output from the rest of the squad<br />
|Weakness=Limited utility<br />
|Battles=Small & Medium UFOs<br />
|Loadout=Carbine; Shredder Ammo; HE/AP/Alien grenades<br />
|Power Ranks=TSG for Mayhem Suppression<br />
|Description=This soldier is entirely focused on increasing the accuracy and damage of the rest of the squad, without relying on consumables. Applying Holo-Shred-Suppression to priority targets is their primary role, while the Rocket serves as an emergency button. This makes them ideal for training missions, where they can cover for a lack of competent Gunner and Rocketeer simultaneously.<br />
|Strategic Analysis=This build is meant for the mid to late game, acting as a babysitter for lower ranking troops. Using an item slot to carry Shredder Ammo and lacking grenade related perks other than Grenadier seriously limits their ability to fill typical Engineer roles. Gunners make better use of Holo-Shred-Suppression, and Rocketeers make better use of explosives, meaning you likely won't want more than one or two soldiers using this build on your roster. Adding Psionic abilities will greatly expand this soldier's options, making them even better at compensating for an otherwise low level squad.<br />
}}<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Medic_(Long_War)&diff=99487Medic (Long War)2021-01-27T20:49:03Z<p>Neverim: for second wave option Training Roulette</p>
<hr />
<div>[[File: CLASS SUPPORT.png|left|frame|64px|&nbsp;&nbsp;&nbsp;&nbsp;Medic]]<br />
{{Toc (Long War)|15}}<br />
<br />
The '''Medic''' is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is '''Field Medic''', which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.<br />
<br />
:'''Primary Weapon''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapon''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': None.<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{Field Medic (Long War) |text=1}}<br />
|SpecialistE1='''+1 Mobility.'''<br />
|LCorporal1=<span style="color:blue;">{{Suppression (Long War) |text=1}}</span><br />
|LCorporal2={{Steadfast (Long War) |text=1}}<br />
|LCorporal3=<span style="color:blue;">{{Field Surgeon (Long War) |text=1}}</span><br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2='''+5 Will.'''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1=<span style="color:blue;">{{Rapid Reaction (Long War) |text=1}}</span><br />
|Corporal2=<span style="color:blue;">{{Smoke And Mirrors (Long War) |text=1}}</span><br />
|Corporal3=<span style="color:blue;">{{Revive (Long War) |text=1}}</span><br />
|CorporalE1='''+3 Aim.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3='''+2 Will.'''<br />
|Sergeant1=<span style="color:blue;">{{Ready For Anything (Long War) |text=1}}</span><br />
|Sergeant2=<span style="color:blue;">{{Smoke Grenade (Long War) |text=1}}</span><br />
|Sergeant3=<span style="color:blue;">{{Paramedic (Long War) |text=1}}</span><br />
|SergeantE1='''+3 Will.'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{Opportunist (Long War) |text=1}}<br />
|TechSgt2=<span style="color:blue;">{{Dense Smoke (Long War) |text=1}}</span><br />
|TechSgt3=<span style="color:blue;">{{Combat Drugs (Long War) |text=1}}</span><br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3=''No other bonuses.''<br />
|GunSgt1={{Lock N Load (Long War) |text=1}}<br />
|GunSgt2=<span style="color:blue;">{{Bombard (Long War) |text=1}}</span><br />
|GunSgt3={{Sprinter (Long War) |text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{Extra Conditioning (Long War) |text=1}}<br />
|MSgt2={{Packmaster (Long War) |text=1}}<br />
|MSgt3=<span style="color:blue;">{{Savior (Long War) |text=1}}</span><br />
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)<br />
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)<br />
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)<br />
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: '''Field Medic''' healing squad, '''Tactical Support''' providing cover and defense or the '''Battle Medic''' providing fire support. If you choose to be a purist in a role or a jack of all trades it's up to you.<br />
<br />
==Sample Builds==<br />
===Field Medic===<br />
These medics are support units and are geared towards defensive roles. Their titular '''Field Medic''' perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. They offer the best healing in XCOM and can even help soldier recover faster from combat wounds.<br />
<br />
'''LCPL: Suppression''' or '''Steadfast'''. '''Suppression''' provides utility and control on a class that doesn't otherwise have much offensive potential. '''Steadfast''' gives a will boost that is very useful to '''Officers''' and '''Psychic''' troopers. '''Field Surgeon''' is possibly the worst perk in the game.<br />
<br />
'''CPL: Revive'''. If your soldiers fall and are lucky enough to be critically wounded instead of outright killed, this will allow them to get up and keep fighting. However, you will have a very wounded soldier to babysit for the rest of the mission, making this perk overall one of the least useful in the game.<br />
<br />
'''SGT: Paramedic'''. Many handy uses - run to a wounded teammate, heal and then run to better cover, or heal and then shoot or suppress.<br />
<br />
'''TSGT: Opportunist'''. As you haven't taken the '''Smoke Grenade''' perk, this has the most use, unless you plan to put a grenade in your item slot every mission.<br />
<br />
'''GSGT: Sprinter''' or '''Lock n' Load'''. '''Sprinter''' is incredible for extra mobility, getting to a wounder teammate or flanking an enemy. '''Lock n' Load''' will allow your '''Medic''' to Suppress continually.<br />
<br />
'''MSGT: Savior'''. 2 free Medkits, and 4 more HP healed per medkit makes the '''Medic''' a walking immortality machine for the rest of your squad. With medkits in one item slot and the upgraded medkit, this soldier will bring 50hp worth of healing.<br />
<br />
If you are debating if Savior or Packmaster is a worthwhile final choice:<br />
*Basic medic gets 1 free use without a medkit item, and 3 with the item<br />
*With Packmaster, they'll get 2 itemless uses, and 5 with the item-- as well as additional uses of any other consumables (grenades, Battle Scanners, Arc Throwers, ect)<br />
*With Savior, 3 itemless uses, and 5 when carrying the medkit<br />
<br />
Or if Training Roulette puts Packmaster in another rank, and you decide to get both it and Savior; you get 4 free item-less uses, and a whopping ''7'' uses with Savior, Packmaster, and the Medkit item together: hopefully, mission survival won't call on you to need ''that'' many heal charges-- a Guardian MEC unit would be a more efficient healer if damage is spread out amongst your team, or you may want to rethink your strategies in the first place, if you do need this many on a Medic being used as a dedicated attendant to, say, a Goliath MEC unit.<br />
<br />
===Tactical Support===<br />
Here medics are more than healing units, focusing on defensive support items. '''Smoke and Mirrors''', '''Dense Smoke''' and '''Packmaster''' make them great at creating cover for advancing friendly troops and keeping them from getting hit, with '''Combat Drugs''' available to put an offensive twist on smoke grenades. Due to their defensive support perks, it is highly advised to them keep away from the front lines, working best when they can do reaction shots or lay down covering smoke.<br />
<br />
'''LCPL: Suppression''' or '''Steadfast'''. '''Suppression''' provides utility and control on a class that doesn't otherwise have much offensive potential. '''Steadfast''' gives a will boost that is very useful to '''Officers''' and '''Psychic''' troopers. '''Field Surgeon''' is possibly the worst perk in the game.<br />
<br />
'''CPL: Smoke & Mirrors'''. Gives you extra support grenades, doubling this soldier's usefulness.<br />
<br />
'''SGT: Smoke Grenade'''. Key defensive tool, especially in combination with Suppression. This support grenade can be useful in basically every mission. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice an item slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with Smoke & Mirrors, Packmaster and Dense Smoke/Combat Drugs, you can carry enough Smoke Grenades to cover your squad in almost every engagement in a mission.<br />
<br />
'''TSGT: Dense Smoke''' or '''Combat Drugs'''. The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. '''Dense Smoke''' gives almost the same defense as High Cover and reduces their chance to be crit. '''Combat Drugs''' is a perk unique to this class, increasing the damage (via crit) and will of the squad. Allows the Psi Medic to perform the unique combination of Combat Drugs Smoke Grenade to boost their own will, and then using a Psi Power that same turn.<br />
<br />
'''GST: Bombard''' or '''Sprinter'''. Bombard keeps your Medic safe, allowing them to lob support grenades without risking running Overwatch or getting in range of enemy fire. Sprinter is a universally useful perk that is always an excellent choice.<br />
<br />
'''MSGT: Packmaster''' or '''Savior'''. Packmaster really increases the support grenade role, while Savior turns the soldier into a one-person hospital. Both excellent choices, depending on your needs.<br />
<br />
===Battle Medic===<br />
These Medics focus on using accurate guns to punish enemies for anything they try. With '''Rapid Reaction''', '''Ready for Anything''', and '''Opportunist''', they are death machines capable of attacking and overwatching the same turn. Although not required, '''Suppression''' can also be used for more fire options and '''Lock N' Load''' to overwatch indefinitely (reload then overwatch every turn). This build unfortunately does not become powerful until TSGT, when they can pick up '''Opportunist'''.<br />
<br />
In Long War, Medics have poor aim progression making them not ideal combatants. The '''Battle Medic''' overcomes this by going on the left side of the perk tree, gaining bonus aim at '''Rapid Reaction'''. This puts them on par with the '''Infantry''' class (21 at max rank Vs '''Infantry''' 21) while still being able to heal. They make excellent overwatches that can shoot three times without penalty. The Battle Medic is better suited for missions where you are lacking fire support, as he/she prevents the enemy from advancing, while still capable of healing squadmates. Due to this appropriate items are '''Scope''' for the aim bonus to his shots and the normal '''Medikit''' to still fulfill his medical role.<br />
<br />
Without the '''Deadeye''' perk of Infantry, however, can only be reliably against earthbound foes.<br />
<br />
'''LCPL: Suppression'''. Suppression is an excellent choice for a front line troop with '''Lock n' Load''', although it goes against the Battle Medic's purpose of maintaining Overwatch.<br />
<br />
'''CPL: Rapid Reaction'''. An incredibly powerful perk that unfortunately will not be reliable until TSGT.<br />
<br />
'''SGT: Ready for Anything'''. A situationally useful multishot perk. '''Paramedic''' is also viable for a hybrid build if '''Savior''' chosen at MSGT.<br />
<br />
'''TSGT: Opportunist'''. Activates the build. Any overwatch build without Opportunist is crippled.<br />
<br />
'''GSGT: Lock n' Load'''. With '''Rapid Reaction''' and '''Suppression''' chewing through ammo, this allows the build to stay active and firing every turn.<br />
<br />
'''MSGT: Extra Conditioning'''. Crucial for a front line soldier for both the accuracy and extra HP. '''Savior''' is a viable choice for a hybrid build.<br />
<br />
==Mechanics==<br />
'''Field Surgeon'''<br />
A surgeon removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier's lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with "deeper wounds" (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&diff=99486Rocketeer (Long War)2021-01-27T20:44:41Z<p>Neverim: for second wave option Training Roulette</p>
<hr />
<div>[[File: Class Rocketeer (Long War).png|left|frame|64px|&nbsp;Rocketeer]]<br />
{{Toc (Long War)|40}}<br />
<br />
The '''Rocketeer''' class is similar to an explosives specialized Heavy in vanilla XCOM. Their signature ability is '''Fire Rocket'''.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, SMGs.<br />
:'''Secondary Weapon''': Rocket Launcher.<br />
:'''Class-Limited items''': Rocket, Shredder Rocket.<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Fire Rocket (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Will To Survive (Long War)|text=1}}<br />
|LCorporal2={{ Ranger (Long War)|text=1}}<br />
|LCorporal3={{ HEAT Warheads (Long War)|text=1}}<br />
|LCorporalE1='''+3 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1=<span style="color:blue;">{{ Rapid Reaction (Long War)|text=1}}</span><br />
|Corporal2=<span style="color:blue;">{{ Fire In The Hole (Long War)|text=1}}</span><br />
|Corporal3=<span style="color:blue;">{{ Snapshot (Long War)|text=1}}</span><br />
|CorporalE1='''+2 Aim.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1=<span style="color:blue;">{{ Suppression (Long War)|text=1}}</span><br />
|Sergeant2={{ Platform Stability (Long War)|text=1}}<br />
|Sergeant3=<span style="color:blue;">{{ Shredder Ammo (Long War)|text=1}}</span><br />
|SergeantE1=''No other bonuses.''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{ Tactical Sense (Long War)|text=1}}<br />
|TechSgt2={{ Opportunist (Long War)|text=1}}<br />
|TechSgt3=<span style="color:blue;">{{ Mayhem (Long War)|text=1}}</span><br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3=''No other bonuses.''<br />
|GunSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|GunSgt2=<span style="color:blue;">{{ Double Tap (Long War)|text=1}}</span><br />
|GunSgt3=<span style="color:blue;">{{ Shock And Awe (Long War)|text=1}}</span><br />
|GunSgtE1='''+3 Aim, +3 Will, +1 Mobility.'''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Tandem Warheads (Long War)|text=1}}<br />
|MSgt2=<span style="color:blue;">{{ Javelin Rockets (Long War)|text=1}}</span><br />
|MSgt3=<span style="color:blue;">{{ Danger Zone (Long War)|text=1}}</span><br />
|MSgtE1=''No other bonuses.''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=10(-12)<br />
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=9 || rank3-will-total=13(-16)<br />
| rank4-hp-add=1 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=16(-20)<br />
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=15 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=18 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=21 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Mid/Long range Offensive Support.<br />
<br />
An offensive support class, whose value depends on the players playstyle. The Rocketeer's speciality is the Rocket Launcher that she carries with her. Unlike Vanilla, the Long War Rocketeer perk tree focus almost exclusively on ways to improve the rocket launcher. <br />
<br />
Even though they are less reliable to hit, in Long war, the rocket launcher's primary uses are still the same as in vanilla: clearing tightly packed groups or hard cover, while letting the rest of the squad clean up any stragglers. Unlike vanilla, Rocketeers can move and fire, though with a hefty aim penalty and reduced range, which can be somewhat negated with the '''Snap Shot''' perk.<br />
<br />
Another important ability is the '''Shredder Ammo''' perk, which gives a free rocket with increased AoE and increases the damage dealt by friendly forces, while also doing respectable damage on its own. A major difference from vanilla is that Shredder Rockets will not destroy cover, and will not affect units that are in cover relative to the center of the blast.<br />
<br />
With perks like '''Ranger''', '''Suppression''' and '''Danger Zone''' and a respectable Aim increase per level, the Rocketeer can hold her own during fire fights if built as a rifleman, though less so than Infantry or Gunners. <br />
<br />
Unlike Vanilla, Long War Rocketeers rely on their Aim to determine how precisely they can aim their rockets; a higher aim will mean that a rocket will scatter less, also the further away the target, the higher the scatter will be. It can be valuable to end a Rocketeer's turn with ''steady weapon'' rather than overwatch. Equipment such as the SCOPE reduce scatter, but laser weapons and carbines do not influence rocket scatter.<br />
<br />
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.<br />
<br />
Rocketeers can carry additional rockets in item slots, but each one has a weight of 2 (twice that of most items). This can be offset by using lighter armor, or using an SMG as a primary weapon. Even without the Javelin perk, rockets can be fired slightly beyond visual range, allowing a lightly armored Rocketeer to remain slightly back from the front line while still being able to launch rockets.<br />
<br />
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the HEAT perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.<br />
<br />
==Sample Builds==<br />
Rocketeers, more than any other unit, can save a situation gone horribly wrong, by blowing up a swarm of aliens, often clearing an entire flank or removing the cover of all opposition with a single action. They require forethought with '''Steady Weapon''' to make them effective, however, meaning they can be useless if they're caught out of position. As Rocketeers are difficult to use in the beginning of the game without careful preparation because of rocket scatter, it would be wise to choose '''Snap Shot'''; however further on in the game as aim improves, and eventually when the Blaster Launcher is available for manufacture, perk choices such as '''Fire in the Hole''' that increase the range and accuracy of rockets without moving can be highly desirable. In the midgame, Council requests allow troops to instantly be promoted from Specialist to Corporal; with this a bumbling rookie can be immediately launched to the level of a competent Rocketeer with no labor required. <br />
<br />
===Standard Rain of Fire===<br />
This build is a massively powerful, long range mobile artillery unit that requires some preparation for maximum effectiveness. The only unit in the game that can single-handedly destroy a swarm of flying robotic units in a single turn, and can also destroy huge swaths of cover while doing massive damage. Falls off compared to MECs somewhat in the late game, only to come roaring back in the very-late game with the Blaster Launcher, becoming the most damaging unit in the game.<br />
<br />
'''LCPL: HEAT Warheads'''. A key perk that plays to the Rocketeer's unique role in clearing out swarms of hard-to-hit flying robots, as well as staying consistently useful in putting down high HP tanks later in the game. Adds +3 damage to the regular rocket launcher, +4 to Recoilless Rifle and +6 to Blaster Launcher, which is not affected by Damage Reduction that will shut down your other troopers' smaller weapons.<br />
<br />
'''CPL: Fire in the Hole'''. Essential to this build, allowing a Rocketeer to shoot with decent accuracy even without '''Steady Weapon'''. '''Snap Shot''' is useful if you have difficulty planning ahead, but is anti-synergistic with '''Steady Weapon'''.<br />
<br />
'''SGT: Shredder Ammo'''. '''Platform stability''' is a good choice, but the free extra rocket of '''Shredder Ammo''' makes it preferable in most situations.<br />
<br />
'''TSGT: Mayhem'''. Stacks even more damage on top of the already-punishing rocket launcher shots. Also helps compensate for the damage lost by rocket shots that scatter from the muzzle.<br />
<br />
'''GSGT: Shock & Awe'''. As every perk in the build makes rockets better, what could be better than more rockets? Helps give the soldier more longevity on long missions as well.<br />
<br />
'''MSGT: Tandem Warheads'''. All 3 perks are excellent. '''Danger Zone''' increases the AoE of your rockets, but risks being too much of a good thing if you have to fire close to your own troops. '''Javelin Rockets''' make it so your soldier will never worry about reaching the target again, and also keeps them safely behind the lines. '''Tandem Warhead''' adds the most damage overall, as even aliens merely brushed by the rocket will take full damage, which is especially useful as alien Damage Reduction increases late game.<br />
<br />
===Hybrid Overwatch Rocket===<br />
A very interesting hybrid rifleman that is both a powerful shooter and rocket slinger. Suffers from the fact that rockets need a lot of specialization to become useful and cannot get key perks to be both an optimal Overwatch and Rocket build. Load with a Scope and a shredder rocket.<br />
<br />
'''LCPL: Ranger'''. Adds damage to both the rifle and rocket launcher. Can't go wrong.<br />
<br />
'''CPL: Rapid Reaction'''. Build enabler. Multishot overwatch perk that synergizes with the Rocketeer's naturally high aim. Unfortunately requires skipping '''Fire in the Hole,''' meaning that this build will have poorly aimed rockets until late game.<br />
<br />
'''SGT: Platform Stability'''. Allows '''Rapid Reaction''' shots to have +10 aim, which is huge.<br />
<br />
'''TSGT: Opportunist'''. Allows the build to really come online, as it will consistently allow hits on overwatch. <br />
<br />
'''GSGT: Extra Conditioning'''. A '''Rapid Reaction''' build needs every point of aim it can get, and the extra HP is great for a front line troop. '''Shock & Awe''' is also a good choice for the increase in explosive power.<br />
<br />
'''MSGT: Tandem Warheads'''. All 3 perks are excellent. '''Danger Zone''' increases the AoE of your rockets, but risks being too much of a good thing if you have to fire close to your own troops. '''Javelin Rockets''' make it so your soldier will never worry about reaching the target again, and also keeps them safely behind the lines. '''Tandem Warhead''' adds the most damage overall, as even aliens merely brushed by the rocket will take full damage, which is especially useful as alien Damage Reduction increases late game.<br />
<br />
===Snapshot Survivalist===<br />
This build is focused on being able to fire rockets even with badly placed Rocketeer, and survive the consequences.<br />
<br />
'''LCPL: Will to Survive'''. Of course.<br />
<br />
'''CPL: Snapshot'''. Our Rocketeer will move towards the enemy lines if necessary and fire rocket as the second action often.<br />
<br />
'''SGT: Shredder Ammo'''. ''Supression'' doesn't make sense for a Rocketeer and ''Platform Stability'' is counter intuitive, since we prefer to use rockets as the second action. That leaves us with ''Shredder Ammo''.<br />
<br />
'''TSGT: Tactical Sense'''. Helps to survive among enemies, as they will hopefully choose a tank and not our precious Rocketeer.<br />
<br />
'''GSGT: Extra Conditioning'''. Again helps with survivability and the extra movement also fits this build nicely.<br />
<br />
'''MSGT: Javelin Rockets'''. Being able to fire wherever needed is crucial.<br />
<br />
==Rockets==<br />
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]] for more details.<br />
<br />
Rocketeers get one rocket as part of their standard loadout, and can gain additional rockets with the Rocketeer and Shredder Rocket (renamed Shredder Ammo) perks as in vanilla. Additional rockets and shredder rockets are also available as carried items, however rockets are heavy, so carrying additional rockets as items will cause a mobility penalty due to encumbrance.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Infantry_(Long_War)&diff=99485Infantry (Long War)2021-01-27T20:36:24Z<p>Neverim: for second wave option Training Roulette</p>
<hr />
<div>[[File: Class Infantry (Long War).png|left|frame|64px|&nbsp;&nbsp;&nbsp;Infantry]]<br />
{{Toc (Long War)|28}}<br />
<br />
The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.<br />
<br />
:'''Primary Weapon''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.<br />
:'''Secondary Weapon''': Pistols, Machine pistols, Sawed-off shotgun.<br />
:'''Class-Limited items''': None.<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Light Em Up (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Steadfast (Long War)|text=1}}<br />
|LCorporal2={{ Covering Fire (Long War)|text=1}}<br />
|LCorporal3={{ Executioner (Long War)|text=1}}<br />
|LCorporalE1='''+5 Will.'''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1={{ Will To Survive (Long War)|text=1}}<br />
|Corporal2={{ Opportunist (Long War)|text=1}}<br />
|Corporal3={{ Aggression (Long War)|text=1}}<br />
|CorporalE1='''+3 Will.'''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Deadeye (Long War)|text=1}}<br />
|Sergeant2=<span style="color:blue;">{{ Suppression (Long War)|text=1}}</span><br />
|Sergeant3={{ Ranger (Long War)|text=1}}<br />
|SergeantE1=''No other bonuses.''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses''<br />
|TechSgt1={{ Tactical Sense (Long War)|text=1}}<br />
|TechSgt2={{ Lock N Load (Long War)|text=1}}<br />
|TechSgt3={{ Sharpshooter (Long War)|text=1}}<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3='''+2 Aim.'''<br />
|GunSgt1={{ Resilience (Long War)|text=1}}<br />
|GunSgt2=<span style="color:blue;">{{ Sentinel (Long War)|text=1}}</span><br />
|GunSgt3={{ Bring Em On (Long War)|text=1}}<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}<br />
|MSgt3=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=10(-12)<br />
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=9 || rank3-will-total=13(-16)<br />
| rank4-hp-add=1 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=16(-20)<br />
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=15 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=18 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=21 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Medium Range Offense<br />
<br />
Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.<br />
<br />
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in '''Covering Fire''', '''Opportunist''' and '''Sentinel'''.<br />
<br />
==Sample Builds==<br />
===Crit Infantry===<br />
Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim. Massive late game damage dealer.<br />
<br />
Lance Cpl: '''Executioner''' for confirming kills. Periodically, you may want to grab '''Steadfast''' instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.<br />
<br />
Corporal: '''Aggression''' is the point of this build. Crit hard and crit often. <br />
<br />
Sergeant: '''Ranger''' for up to 2 additional base damage per turn. '''Deadeye''' is also a good choice, as few classes can reliably hit flying targets.<br />
<br />
Tech Sgt: '''Sharpshooter''' for bonus overall crit chance and for confirming kills on full-cover targets.<br />
<br />
Gunnery Sgt: '''Bring 'Em On''' for damage boost on crits.<br />
<br />
Master Sgt: '''Extra Conditioning''' for extra aim and survivability, especially on low mobility troops. OR '''Vital Point Targeting''' If you're happy with the infantry's movement and survivability, and would rather increase damage.<br />
<br />
Equip completed build with: Standard Rifle for reliable damage. Titan Armor for good mobility troops, orArchangel armor for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and laser sight, damage boosting or armor item.<br />
<br />
No core psi talents. Take Hyper Reactive Pupils or Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad).<br />
<br />
===Fire Support===<br />
Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Dominates until late game, when high-HP enemies can eat both overwatch shots without dying and high enemy defense makes the hits less reliable.<br />
<br />
Lance Cpl: '''Covering Fire''' as a core perk, increasing overall aim and overwatch efficiency.<br />
<br />
Corporal: '''Opportunist''' as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn't get cover), and all other overwatch shots equivalent.<br />
<br />
Sergeant: '''Deadeye''' is probably the best choice on higher difficulties, as an Overwatch Infantry is often your only real defense against floaters that charge in to flank your troops. '''Suppression''' is ok if you lack other troops with good suppression builds, since you'll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot). '''Ranger''' will increase the damage output and help increase the odds a reaction shot will be a kill shot. <br />
<br />
Tech Sgt: '''Lock N' Load''' as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.<br />
<br />
Gun Sgt: '''Sentinel''' as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.<br />
<br />
Master Sgt: '''Vital Point Targeting''' is acceptable if you are content with your trooper's will and mobility and are ok with potentially losing them to a crit. '''Extra Conditioning''' for the added stats will help with survivability and mobility if these are lackluster by this point and the extra 4/dpt is negligible for your squad makeup.<br />
<br />
Equip completed build with: Heavy Rifle weapons for bonus damage (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness, or Titan with decent mobility. SCOPE and damage boosting item or armor. <br />
<br />
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you'll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.<br />
<br />
===Tank Infantry/Officer===<br />
''Suitable Recruits'': Unlike many Infantry, this build does not focus on taking regular shots, so high Aim is not so important. High Will is good as these troops make excellent officers. Above average Mobility will help with all the heavy gear they tend to take. High Health is preferred. Low defense, as the idea is to attract fire to these soldiers and absorb it, not be impossible to hit in the first place.<br />
<br />
LCPL: '''Steadfast'''. Since this unit is designated to be the one most likely to be shot and hit, preventing panic on it not only stops its own panic, but cuts off panic chains (where other soldiers panic at each other's wounds, death and panic) at the source. Make the Infantry an Officer and the whole squad can get the benefit of the +5 Will bonus too, reducing the threat of enemy psi and intimidate.<br />
<br />
CPL: '''Will to Survive'''. Key perk which lets the whole build function. Added to the DR from cover, the soldier can prevent the first 2 or 3 points of damage from each hit. Other sources of DR (e.g., officer bonus, Titan Armour, Iron Skin, Reinforced Armour) can make the unit immune to anything short of critical hits and/or heavy weapons fire. On top of this is a further +3 Will.<br />
<br />
SGT: '''Suppression'''. Suppressors get fired at a lot, but this soldier is designed to be fired at. Unless there's an opportunity to end the engagement, Tank Infantry should be suppressing the biggest threat (or the second biggest threat if a Gunner is also suppressing) in every turn of combat.<br />
<br />
TSGT: '''Lock 'N' Load'''. Lets the Infantry maintain continual suppression and not miss a turn of effective action.<br />
<br />
GSGT: '''Resilience'''. Rounds out the tank build by preventing critical hits, reducing the threat from flanking attacks and destroyed cover too (the big weakness of Will to Survive only).<br />
<br />
MSGT: '''Extra Conditioning'''. Makes for a nigh-indestructible soldier.<br />
<br />
''Role'': Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). (Similarly, don't give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too.) It is more important that the cover be ''indestructible'' than low/high, as this soldier is vulnerable to cover destruction: the grenade itself won't do much damage, but will expose it to further shots against which it will have much less DR.<br />
<br />
Each turn, the soldier should shoot once, and then suppress or Command, if an Officer. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption.<br />
<br />
A Tank Infantry will usually be the easiest target for the enemy to hit, and may also attract attention because it is suppressing. Some of these shots are expected to hit, but the damage taken will be greatly reduced by the various sources of DR.<br />
<br />
''Gear'': Tank Infantry can be equipped with a Heavy rifle: usually, the soldier will only take the single free shot from Light 'Em Up each turn, so the penalty on shots after acting is not a problem, and the extra damage is welcome. They should wear the heaviest armor available, Reinforced Armour and another defensive item(s) to taste (Plating, Medikit, Respirator), or a scope to help them contribute to damage.<br />
<br />
''Limitations'': The Tank Infantry's weaknesses include lack of mobility (heavy armor and equipment) and lack of firepower. It is the job of the rest of the squad to find the enemy threat and neutralize it. The Tank Infantry is there to weather the worst of the storm until it's over. Vitally, other soldiers must eliminate enemies, such as seekers and floaters, that threaten to flank the Tank Infantry, eliminating its cover and Will to Survive defense. Tank Infantry is not the right choice for all situations: since its offensive capacity is limited, Tank Infantry can sometimes ''cause'' there to be a prolonged firefight when a more aggressively trained/equipped soldier could have helped end the threat before it began.<br />
<br />
''Suitable Maps'': Tank Infantry perform well on Roadway maps: lots of cars means lots of indestructible half-cover for both sides. They are also invaluable whenever heavy resistance is expected and the quality of available cover may be poor.<br />
<br />
''Other Notes'': Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to ''kill'' as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits.<br />
<br />
Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main "tanks" or fire magnets. Assaults can get many of the same protective perks as Infantry — Steadfast, Will to Survive, Resilience, Extra Conditioning — and get more Health per rank, and can stack defensive items without as much offensive penalty.<br />
<br />
Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Sniper_(Long_War)&diff=99484Sniper (Long War)2021-01-27T20:32:47Z<p>Neverim: </p>
<hr />
<div>[[File: CLASS SNIPER.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Sniper]]<br />
{{Toc (Long War)|75}}<br />
<br />
Long War '''Snipers''' are akin to the vanilla Sniper. With '''Squadsight''' as their first ability, they're able to inflict long range damage on enemy targets from a position of safety. Note that the Long War version of the perk does not function alongside [[Overwatch_(EU2012)|Overwatch]], unlike [[Abilities_(EU2012)#Sniper_Abilities|its base-game counterpart]].<br />
<br />
:'''Primary Weapon:''' Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.<br />
:'''Secondary Weapon:''' Pistols, Machine Pistols.<br />
:'''Class-Limited items:''' Alloy Bipod.<br />
<br />
<div style="clear:both;"></div><br />
<br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{Squadsight (Long War) |text=1}} <br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{Low Profile (Long War) |text=1}}<br />
|LCorporal2={{Deadeye (Long War) |text=1}}<br />
|LCorporal3={{Lone Wolf (Long War) |text=1}} <br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2=''No other bonuses.''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1=<span style="color:blue;">{{Disabling Shot (Long War) |text=1}}</span><br />
|Corporal2=<span style="color:blue;">{{Precision Shot (Long War)|text=1 }}</span> <br />
|Corporal3=<span style="color:blue;">{{Snapshot (Long War) |text=1}}</span><br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{Damn Good Ground (Long War) |text=1}}<br />
|Sergeant2={{Ranger (Long War) |text=1}}<br />
|Sergeant3={{Sharpshooter (Long War) |text=1}}<br />
|SergeantE1='''+2 Will.'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1={{Executioner (Long War)|text=1}}<br />
|TechSgt2={{Vital Point Targeting (Long War) |text=1}}<br />
|TechSgt3={{Platform Stability (Long War) |text=1}} <br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2=''No other bonuses.''<br />
|TechSgtE3=''No other bonuses.''<br />
|GunSgt1={{Tactical Sense (Long War) |text=1}}<br />
|GunSgt2={{Bring Em On (Long War) |text=1}}<br />
|GunSgt3={{Lock N Load (Long War)|text=1}} <br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1=<span style="color:blue;">{{In The Zone (Long War) |text=1}}</span> <br />
|MSgt2=<span style="color:blue;">{{Mayhem (Long War) |text=1}}</span><br />
|MSgt3=<span style="color:blue;">{{Double Tap (Long War) |text=1}}</span> <br />
|MSgtE1=''No other bonuses.''<br />
|MSgtE2='''+2 Aim.'''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=0 || rank1-aim-add=4 || rank1-will-add=5(-6) || rank1-hp-total=0 || rank1-aim-total=4 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=4 || rank2-will-add=5(-6) || rank2-hp-total=0 || rank2-aim-total=8 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=4 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=12 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=4 || rank4-will-add=2(-3) || rank4-hp-total=1 || rank4-aim-total=16 || rank4-will-total=15(-19)<br />
| rank5-hp-add=0 || rank5-aim-add=4 || rank5-will-add=2(-3) || rank5-hp-total=1 || rank5-aim-total=20 || rank5-will-total=17(-22)<br />
| rank6-hp-add=0 || rank6-aim-add=4 || rank6-will-add=2(-3) || rank6-hp-total=1 || rank6-aim-total=24 || rank6-will-total=19(-25)<br />
| rank7-hp-add=1 || rank7-aim-add=4 || rank7-will-add=2(-3) || rank7-hp-total=2 || rank7-aim-total=28 || rank7-will-total=21(-28)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with '''Squadsight''', and snipers no longer have access to the '''Opportunist''' perk, making them considerably less good defensively - you'll find snipers can't demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so the role of "snap shot" skirmishing snipers is filled by snipers with a Marksman Rifles and the [[Scout (Long War)|Scout]]. With '''In The Zone''' and '''Double Tap''', snipers are some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.<br />
<br />
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn't moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn't particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.<br />
<br />
The three main 'trick' shots, '''Precision Shot''' (aka: Headshot), '''Disabling Shot''', and '''Snapshot''' are now all on the same tier of Corporal, and thus, mutually exclusive. Disablers help out greatly for doing alien captures and temporarily negating dangerous threats, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers can hit with flexibility. You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).<br />
<br />
If Training Roulette is chosen, a lot of the same advice applies as in Vanilla, plus the various altered/custom Long War abilities (eg: "Lock N' Load" does NOT allow for firing the Sniper Rifle weapons after reloading without Snapshot, as it consumes the first action of a turn: you can still use Steady Weapon, or their pistol slot weapon, instead.<br />
<br />
==Sample Builds==<br />
===In the Zone Cleaner===<br />
{{ListPerks (Long War)| {{Lone Wolf (Long War)}} | {{Snapshot (Long War)}} | {{Ranger (Long War)}} | {{Vital Point Targeting (Long War)}} | {{Lock N Load (Long War)}} | {{In The Zone (Long War)}} }}<br />
<br />
Role: Long Range Offense.<br />
<br />
Classic ''In the Zone'' build - finish off multiple (up to 8, in theory) weakened and exposed enemies each turn, from the back line or in the air. Relies on cover destruction to expose enemies and bring their health into range of a guaranteed kill, especially as each kill with ITZ reduces the next shot's damage by 1 and critical chance by 10%. ''Snapshot'' and ''Lock N' Load'' allow a string of kills followed by reloading and continuing the chain, especially useful with the Gauss Sniper Rifle's small magazine. ''Ranger'' and ''Vital Point Targeting'' give reliable damage over crit chance, which is essential in planning an ITZ chain. ''Snapshot'' allows reloading and more firing, as well as repositioning to get more flanks.<br />
<br />
Note: ''Lock N' Load'' can be used to continue an ITZ chain after the original magazine is emptied. As ''Lock N' Load'' only works together with ''Snapshot'' (you cannot shoot after taking a costly action, reloading included), the two perks go together. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed.<br />
<br />
===Assassin===<br />
{{ListPerks (Long War)| {{Lone Wolf (Long War)}} | {{Precision Shot (Long War)}} | {{Ranger (Long War)}} | {{Vital Point Targeting (Long War)}} | {{Bring Em On (Long War)}} | {{Mayhem (Long War)}} }}<br />
<br />
Role: Long Range Offense.<br />
<br />
The Sniper in this role stays behind and relies on its ''Squadsight''. It is the classical "one shot - one kill" role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage. Can guarantee a kill against a squishy enemy every turn, or crack a seemingly invulnerable late-game mech enemy.<br />
<br />
Note: ''Ranger + VPT + Mayhem'' provide you with +7 average damage, which should be enough to guarantee you one shot kills even without a critical. ''Precision Shot'' and ''Lone Wolf'' provide you with additional critical chance, which get boosted damage from ''Bring 'Em On''. ''Precision Shot'' adds extra damage on crits. With flying armor and the ''Depth Perception'' Gene Mod, this Sniper can achieve close to 100% critical chance on regular shots against exposed enemies.<br />
<br />
===Double Tap Crit Monster===<br />
{{ListPerks (Long War)| {{Lone Wolf (Long War)}} | {{Precision Shot (Long War)}} | {{Sharpshooter (Long War)}} | {{Platform Stability (Long War)}} | {{Bring Em On (Long War)}} | {{Double Tap (Long War)}} }}<br />
<br />
Role: Long Range Offense.<br />
<br />
A Sniper that prefers to dish out two high damage crit shots each turn, versus one extreme damage shot. Kill two squishy enemies each turn, or focus both shots on one tough enemy. Potentially highest damage output of all builds, but has to stop to reload often. Give him flying armor and ''Depth Perception'' late game to rain death down on the battlefield.<br />
<br />
===The Most Interesting Sniper in the World===<br />
{{ListPerks (Long War)| {{Deadeye (Long War)}} | {{Disabling Shot (Long War)}} | {{Ranger (Long War)}} | {{Vital Point Targeting (Long War)}} | {{Lock N Load (Long War)}} | {{In The Zone (Long War)}} }}<br />
<br />
Role: Mid to Long Range Offense, Cleanup and Utility.<br />
<br />
See classic ''In the Zone'' build, but with ''Disabling Shot'' and a Marksman Rifle. ''Disabling Shot'' is arguably the best control perk in the game, completely neutralizing some of the most dangerous enemies in the game for a turn, and is too good to give up. Using the Marksman Rifle ensures the sniper won't have blocked Line of Sight in a moment of desperate need. It also allows the build to use ''In the Zone'' without ''Snapshot'', and allows moving and shooting without an accuracy penalty. Requires careful planning to keep enemies out of range, but within the +5 tile ''Squadsight'' range of the Marksman Rifle.<br />
<br />
Note: ''Deadeye'' is especially useful on higher difficulties, when the extreme defenses of flying units make them very difficult for hit. Especially useful to reliably clean up swarms of Floaters or Drones with ITZ.<br />
<br />
===Skirmisher===<br />
{{ListPerks (Long War)| {{Low Profile (Long War)}} | {{Disabling Shot (Long War)}} | {{Ranger (Long War)}} | {{Vital Point Targeting (Long War)}} | {{Tactical Sense (Long War)}} | {{Double Tap (Long War)}} }}<br />
<br />
Role: Mid to Long Range Offense, with Utility in ''Disabling Shot''.<br />
<br />
A Sniper that can play at mid or long range, and can save the squad with a clutch ''Disabling Shot'' to take a Cyberdisc or Mechtoid out of commission for a turn. ''Low Profile'' and ''Tactical Sense'' allow safe use of the Marksman Rifle to get closer and in position to land a crucial shot.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}} <br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Gunner_(Long_War)&diff=99483Gunner (Long War)2021-01-27T20:30:15Z<p>Neverim: </p>
<hr />
<div>[[File: CLASS HEAVY.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Gunner]]<br />
{{Toc (Long War)|75}}<br />
<br />
The '''Gunner''' class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is '''Suppression''', and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target's ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy's rockets.<br />
<br />
:'''Primary Weapon''': SAWs, LMGs, Assault Rifles, Carbines, SMGs.<br />
:'''Secondary Weapon''': None.<br />
:'''Class-Limited items''': Armor-Piercing Ammo.<br />
<br />
<div style="clear:both;"></div><br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Suppression (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Flush (Long War)|text=1}}<br />
|LCorporal2={{ Covering Fire (Long War)|text=1}}<br />
|LCorporal3={{ Holo-Targeting (Long War)|text=1}}<br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2='''+ 2 Aim.'''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1=<span style="color:blue;">{{ HEAT Ammo (Long War)|text=1}}</span><br />
|Corporal2={{ Opportunist (Long War)|text=1}}<br />
|Corporal3=<span style="color:blue;">{{ Shredder Ammo (Long War)|text=1}}</span><br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Will To Survive (Long War)|text=1}}<br />
|Sergeant2={{ Executioner (Long War)|text=1}}<br />
|Sergeant3={{ Ranger (Long War)|text=1}}<br />
|SergeantE1='''+3 Will'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|TechSgt2=<span style="color:blue;">{{ Ready For Anything (Long War)|text=1}}</span><br />
|TechSgt3=<span style="color:blue;">{{ Double Tap (Long War)|text=1}}</span><br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2='''+ 2 Aim.'''<br />
|TechSgtE3=''No others bonuses.''<br />
|GunSgt1={{ Resilience (Long War)|text=1}}<br />
|GunSgt2={{ Platform Stability (Long War)|text=1}}<br />
|GunSgt3=<span style="color:blue;">{{ Danger Zone (Long War)|text=1}}</span><br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2=<span style="color:blue;">{{ Sentinel (Long War)|text=1}}</span><br />
|MSgt3=<span style="color:blue;">{{ Mayhem (Long War)|text=1}}</span><br />
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Medium Range Offense / Offensive Support<br />
<br />
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy's abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.<br />
<br />
In a sense the Gunner's first "perk" is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG's full range.<br />
<br />
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including '''Holo-Targeting''' and '''Shredder Ammo''' and of course '''Suppression'''. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with '''Danger Zone''', apply '''Holo Targeting''' on those targets, make it inflict damage with '''Mayhem''', and thus shred them with '''Shredder Ammo'''. Some strong offensive perks are also available in '''Double Tap''', '''Rapid Fire''' and '''HEAT Ammo'''.<br />
<br />
==Sample Builds==<br />
===HEAT Gunner=== <br />
Chases down and kills robots.<br />
<br />
''Suitable Recruits'': Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.<br />
<br />
LCPL: '''Flush'''. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.<br />
<br />
CPL: '''HEAT Ammo'''. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single ''Flush'' hit!) and cause major damage to larger ones despite their damage reduction.<br />
<br />
SGT: '''Will to Survive'''. Although not a primary "tanking" unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.<br />
<br />
TSGT: '''Rapid Fire'''. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.<br />
<br />
GSGT: '''Resilience'''. Preventing critical hits lets the Gunner be used more aggressively with less risk.<br />
<br />
MSGT: '''Extra Conditioning'''. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.<br />
<br />
''Role'': Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.<br />
<br />
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.<br />
<br />
''Gear'': HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner's fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.<br />
<br />
''Limitations'': The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.<br />
<br />
When there ''are'' powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner's hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.<br />
<br />
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner's ammo use to keep some firepower in reserve for the worst contingencies.<br />
<br />
''Suitable Maps'': HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it's vital to bring some other source(s) of HEAT Ammo.<br />
<br />
''Other Notes'': There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.<br />
<br />
Only the advent of Mechs threatens to challenge the HEAT Gunner's dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).<br />
<br />
===Bullet Wizard===<br />
Lighting up the enemy.<br />
<br />
''Suitable Recruits'': High Health is preferred. Below average Aim and Mobility are tolerable.<br />
<br />
LCPL: '''Holo-Targeting'''. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.<br />
<br />
CPL: '''Shredder Ammo'''. Causes shredded status on a hit for yet more effective focus-fire.<br />
<br />
SGT: '''Will to Survive'''. The Bullet Wizard will often engage from squadsight range, but can't rely on this keeping her safe. Suppressors tend to draw fire and the build doesn't allow for any other defensive perk choices.<br />
<br />
TSGT: '''Double Tap'''. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.<br />
<br />
GSGT: '''Danger Zone'''. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.<br />
<br />
MSGT: '''Mayhem'''. This final perk finally brings the ''magic'' to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem's light damage may be completely absorbed by DR, but if not it can allow for automatic kills.<br />
<br />
''Role'': As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can't do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.<br />
<br />
''Gear'': Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.<br />
<br />
''Limitations'': Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.<br />
<br />
''Suitable Maps'': Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.<br />
<br />
===Overwatch Gunner===<br />
Damage build on Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.<br />
<br />
LCPL: '''Covering Fire''' for the bonus aim and improved overwatch efficiency.<br />
<br />
CPL: '''Opportunist''' to bring the Overwatch build online.<br />
<br />
SGT: '''Ranger''' for extra damage, and because the gunner will be out of sight much of the time.<br />
<br />
TSGT: '''Ready for Anything''' for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).<br />
<br />
GSGT: '''Platform Stability'''<br />
<br />
MSGT: '''Sentinel''' for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren't generally close to the front, so '''Extra Conditioning''' isn't as helpful.<br />
<br />
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.<br />
<br />
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.<br />
<br />
===Jack of All Trades, Master of Everything=== <br />
An incredibly powerful hybrid that slaughters mechanicals while bringing massive utility to the squad via HEAT, Rapid Fire and Danger Zone Suppression. As it doesn't take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs. Can be brought on every single mission type. Useful from the beginning of the game with its mix of utility and damage, midgame brings in heavy robotic damage, and late game it comes online again with massive utility.<br />
<br />
''Suitable Recruits'': Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.<br />
<br />
LCPL: '''Holo-Targeting'''. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire. Helps ensure that at least the second shot of '''Rapid Fire''' will hit. Later, can be applied to entire groups of enemies with '''Danger Zone'''.<br />
<br />
CPL: '''HEAT Ammo'''. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit and cause major damage to larger ones despite their damage reduction. With '''Rapid Fire''' becomes your primary big robot killer, not surpassed until late game MEC troops.<br />
<br />
SGT: '''Will to Survive'''. This Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, especially with '''Rapid Fire''', so it benefits from this strong defensive perk. '''Suppression''' also draws a lot of enemy fire.<br />
<br />
TSGT: '''Rapid Fire'''. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. Allows this build to crush large mechanicals like tin cans.<br />
<br />
GSGT: '''Danger Zone'''. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.<br />
<br />
MSGT: '''Mayhem'''. This final perk brings part of the ''magic'' of the Bullet Wizard utility to your primary robot killer. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also chip damage from HEAT ammo to a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem's light damage may be completely absorbed by DR, but if not it can allow for automatic kills, and the HEAT chip damage is immune to DR.<br />
<br />
''Role'': Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them. They also provide general utility and with area Suppression and Holo.<br />
<br />
''Gear'': HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner's fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.<br />
<br />
''Limitations'': The only weakness of this build is its lack of heavy defenses, as it often gets up close and personal to a large robot, and draws a lot of fire with Suppression. Bring Smoke Grenades and Medkits.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Gunner_(Long_War)&diff=99482Gunner (Long War)2021-01-27T20:24:28Z<p>Neverim: </p>
<hr />
<div>[[File: CLASS HEAVY.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Gunner]]<br />
{{Toc (Long War)|75}}<br />
<br />
The '''Gunner''' class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is '''Suppression''', and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target's ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy's rockets.<br />
<br />
:'''Primary Weapon''': SAWs, LMGs, Assault Rifles, Carbines, SMGs.<br />
:'''Secondary Weapon''': None.<br />
:'''Class-Limited items''': Armor-Piercing Ammo.<br />
<br />
<div style="clear:both;"></div><br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Suppression (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Flush (Long War)|text=1}}<br />
|LCorporal2={{ Covering Fire (Long War)|text=1}}<br />
|LCorporal3={{ Holo-Targeting (Long War)|text=1}}<br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2='''+ 2 Aim.'''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1=<span style="color:blue;">{{ HEAT Ammo (Long War)|text=1}}</span><br />
|Corporal2={{ Opportunist (Long War)|text=1}}<br />
|Corporal3=<span style="color:blue;">{{ Shredder Ammo (Long War)|text=1}}</span><br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Will To Survive (Long War)|text=1}}<br />
|Sergeant2={{ Executioner (Long War)|text=1}}<br />
|Sergeant3={{ Ranger (Long War)|text=1}}<br />
|SergeantE1='''+3 Will'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|TechSgt2=<span style="color:blue;">{{ Ready For Anything (Long War)|text=1}}</span><br />
|TechSgt3=<span style="color:blue;">{{ Double Tap (Long War)|text=1}}</span><br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2='''+ 2 Aim.'''<br />
|TechSgtE3=''No others bonuses.''<br />
|GunSgt1={{ Resilience (Long War)|text=1}}<br />
|GunSgt2={{ Platform Stability (Long War)|text=1}}<br />
|GunSgt3=<span style="color:blue;">{{ Danger Zone (Long War)|text=1}}</span><br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2=<span style="color:blue;">{{ Sentinel (Long War)|text=1}}</span><br />
|MSgt3=<span style="color:blue;">{{ Mayhem (Long War)|text=1}}</span><br />
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<br />
<span style="color:blue;">''*Perks tagged with blue are fixed even with Second Wave Training Roulette option turned on''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Medium Range Offense / Offensive Support<br />
<br />
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy's abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.<br />
<br />
In a sense the Gunner's first "perk" is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG's full range.<br />
<br />
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including '''Holo-Targeting''' and '''Shredder Ammo''' and of course '''Suppression'''. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with '''Danger Zone''', apply '''Holo Targeting''' on those targets, make it inflict damage with '''Mayhem''', and thus shred them with '''Shredder Ammo'''. Some strong offensive perks are also available in '''Double Tap''', '''Rapid Fire''' and '''HEAT Ammo'''.<br />
<br />
==Sample Builds==<br />
===HEAT Gunner=== <br />
Chases down and kills robots.<br />
<br />
''Suitable Recruits'': Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.<br />
<br />
LCPL: '''Flush'''. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.<br />
<br />
CPL: '''HEAT Ammo'''. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single ''Flush'' hit!) and cause major damage to larger ones despite their damage reduction.<br />
<br />
SGT: '''Will to Survive'''. Although not a primary "tanking" unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.<br />
<br />
TSGT: '''Rapid Fire'''. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.<br />
<br />
GSGT: '''Resilience'''. Preventing critical hits lets the Gunner be used more aggressively with less risk.<br />
<br />
MSGT: '''Extra Conditioning'''. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.<br />
<br />
''Role'': Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.<br />
<br />
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.<br />
<br />
''Gear'': HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner's fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.<br />
<br />
''Limitations'': The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.<br />
<br />
When there ''are'' powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner's hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.<br />
<br />
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner's ammo use to keep some firepower in reserve for the worst contingencies.<br />
<br />
''Suitable Maps'': HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it's vital to bring some other source(s) of HEAT Ammo.<br />
<br />
''Other Notes'': There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.<br />
<br />
Only the advent of Mechs threatens to challenge the HEAT Gunner's dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).<br />
<br />
===Bullet Wizard===<br />
Lighting up the enemy.<br />
<br />
''Suitable Recruits'': High Health is preferred. Below average Aim and Mobility are tolerable.<br />
<br />
LCPL: '''Holo-Targeting'''. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.<br />
<br />
CPL: '''Shredder Ammo'''. Causes shredded status on a hit for yet more effective focus-fire.<br />
<br />
SGT: '''Will to Survive'''. The Bullet Wizard will often engage from squadsight range, but can't rely on this keeping her safe. Suppressors tend to draw fire and the build doesn't allow for any other defensive perk choices.<br />
<br />
TSGT: '''Double Tap'''. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.<br />
<br />
GSGT: '''Danger Zone'''. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.<br />
<br />
MSGT: '''Mayhem'''. This final perk finally brings the ''magic'' to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem's light damage may be completely absorbed by DR, but if not it can allow for automatic kills.<br />
<br />
''Role'': As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can't do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.<br />
<br />
''Gear'': Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.<br />
<br />
''Limitations'': Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.<br />
<br />
''Suitable Maps'': Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.<br />
<br />
===Overwatch Gunner===<br />
Damage build on Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.<br />
<br />
LCPL: '''Covering Fire''' for the bonus aim and improved overwatch efficiency.<br />
<br />
CPL: '''Opportunist''' to bring the Overwatch build online.<br />
<br />
SGT: '''Ranger''' for extra damage, and because the gunner will be out of sight much of the time.<br />
<br />
TSGT: '''Ready for Anything''' for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).<br />
<br />
GSGT: '''Platform Stability'''<br />
<br />
MSGT: '''Sentinel''' for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren't generally close to the front, so '''Extra Conditioning''' isn't as helpful.<br />
<br />
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.<br />
<br />
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.<br />
<br />
===Jack of All Trades, Master of Everything=== <br />
An incredibly powerful hybrid that slaughters mechanicals while bringing massive utility to the squad via HEAT, Rapid Fire and Danger Zone Suppression. As it doesn't take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs. Can be brought on every single mission type. Useful from the beginning of the game with its mix of utility and damage, midgame brings in heavy robotic damage, and late game it comes online again with massive utility.<br />
<br />
''Suitable Recruits'': Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.<br />
<br />
LCPL: '''Holo-Targeting'''. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire. Helps ensure that at least the second shot of '''Rapid Fire''' will hit. Later, can be applied to entire groups of enemies with '''Danger Zone'''.<br />
<br />
CPL: '''HEAT Ammo'''. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit and cause major damage to larger ones despite their damage reduction. With '''Rapid Fire''' becomes your primary big robot killer, not surpassed until late game MEC troops.<br />
<br />
SGT: '''Will to Survive'''. This Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, especially with '''Rapid Fire''', so it benefits from this strong defensive perk. '''Suppression''' also draws a lot of enemy fire.<br />
<br />
TSGT: '''Rapid Fire'''. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. Allows this build to crush large mechanicals like tin cans.<br />
<br />
GSGT: '''Danger Zone'''. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.<br />
<br />
MSGT: '''Mayhem'''. This final perk brings part of the ''magic'' of the Bullet Wizard utility to your primary robot killer. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also chip damage from HEAT ammo to a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem's light damage may be completely absorbed by DR, but if not it can allow for automatic kills, and the HEAT chip damage is immune to DR.<br />
<br />
''Role'': Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them. They also provide general utility and with area Suppression and Holo.<br />
<br />
''Gear'': HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner's fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.<br />
<br />
''Limitations'': The only weakness of this build is its lack of heavy defenses, as it often gets up close and personal to a large robot, and draws a lot of fire with Suppression. Bring Smoke Grenades and Medkits.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Gunner_(Long_War)&diff=99481Gunner (Long War)2021-01-27T20:23:59Z<p>Neverim: </p>
<hr />
<div>[[File: CLASS HEAVY.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Gunner]]<br />
{{Toc (Long War)|75}}<br />
<br />
The '''Gunner''' class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is '''Suppression''', and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target's ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy's rockets.<br />
<br />
:'''Primary Weapon''': SAWs, LMGs, Assault Rifles, Carbines, SMGs.<br />
:'''Secondary Weapon''': None.<br />
:'''Class-Limited items''': Armor-Piercing Ammo.<br />
<br />
<div style="clear:both;"></div><br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Suppression (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Flush (Long War)|text=1}}<br />
|LCorporal2={{ Covering Fire (Long War)|text=1}}<br />
|LCorporal3={{ Holo-Targeting (Long War)|text=1}}<br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2='''+ 2 Aim.'''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1=<span style="color:blue;">{{ HEAT Ammo (Long War)|text=1}}</span><br />
|Corporal2={{ Opportunist (Long War)|text=1}}<br />
|Corporal3=<span style="color:blue;">{{ Shredder Ammo (Long War)|text=1}}</span><br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Will To Survive (Long War)|text=1}}<br />
|Sergeant2={{ Executioner (Long War)|text=1}}<br />
|Sergeant3={{ Ranger (Long War)|text=1}}<br />
|SergeantE1='''+3 Will'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|TechSgt2=<span style="color:blue;">{{ Ready For Anything (Long War)|text=1}}</span><br />
|TechSgt3=<span style="color:blue;">{{ Double Tap (Long War)|text=1}}</span><br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2='''+ 2 Aim.'''<br />
|TechSgtE3=''No others bonuses.''<br />
|GunSgt1={{ Resilience (Long War)|text=1}}<br />
|GunSgt2={{ Platform Stability (Long War)|text=1}}<br />
|GunSgt3=<span style="color:blue;">{{ Danger Zone (Long War)|text=1}}</span><br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2=<span style="color:blue;">{{ Sentinel (Long War)|text=1}}</span><br />
|MSgt3=<span style="color:blue;">{{ Mayhem (Long War)|text=1}}</span><br />
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<br />
<span style="color:blue;">''*Perks marked in blue are fixed even with the option of the Second wave of Training Roulette''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Medium Range Offense / Offensive Support<br />
<br />
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy's abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.<br />
<br />
In a sense the Gunner's first "perk" is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG's full range.<br />
<br />
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including '''Holo-Targeting''' and '''Shredder Ammo''' and of course '''Suppression'''. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with '''Danger Zone''', apply '''Holo Targeting''' on those targets, make it inflict damage with '''Mayhem''', and thus shred them with '''Shredder Ammo'''. Some strong offensive perks are also available in '''Double Tap''', '''Rapid Fire''' and '''HEAT Ammo'''.<br />
<br />
==Sample Builds==<br />
===HEAT Gunner=== <br />
Chases down and kills robots.<br />
<br />
''Suitable Recruits'': Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.<br />
<br />
LCPL: '''Flush'''. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.<br />
<br />
CPL: '''HEAT Ammo'''. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single ''Flush'' hit!) and cause major damage to larger ones despite their damage reduction.<br />
<br />
SGT: '''Will to Survive'''. Although not a primary "tanking" unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.<br />
<br />
TSGT: '''Rapid Fire'''. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.<br />
<br />
GSGT: '''Resilience'''. Preventing critical hits lets the Gunner be used more aggressively with less risk.<br />
<br />
MSGT: '''Extra Conditioning'''. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.<br />
<br />
''Role'': Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.<br />
<br />
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.<br />
<br />
''Gear'': HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner's fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.<br />
<br />
''Limitations'': The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.<br />
<br />
When there ''are'' powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner's hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.<br />
<br />
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner's ammo use to keep some firepower in reserve for the worst contingencies.<br />
<br />
''Suitable Maps'': HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it's vital to bring some other source(s) of HEAT Ammo.<br />
<br />
''Other Notes'': There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.<br />
<br />
Only the advent of Mechs threatens to challenge the HEAT Gunner's dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).<br />
<br />
===Bullet Wizard===<br />
Lighting up the enemy.<br />
<br />
''Suitable Recruits'': High Health is preferred. Below average Aim and Mobility are tolerable.<br />
<br />
LCPL: '''Holo-Targeting'''. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.<br />
<br />
CPL: '''Shredder Ammo'''. Causes shredded status on a hit for yet more effective focus-fire.<br />
<br />
SGT: '''Will to Survive'''. The Bullet Wizard will often engage from squadsight range, but can't rely on this keeping her safe. Suppressors tend to draw fire and the build doesn't allow for any other defensive perk choices.<br />
<br />
TSGT: '''Double Tap'''. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.<br />
<br />
GSGT: '''Danger Zone'''. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.<br />
<br />
MSGT: '''Mayhem'''. This final perk finally brings the ''magic'' to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem's light damage may be completely absorbed by DR, but if not it can allow for automatic kills.<br />
<br />
''Role'': As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can't do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.<br />
<br />
''Gear'': Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.<br />
<br />
''Limitations'': Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.<br />
<br />
''Suitable Maps'': Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.<br />
<br />
===Overwatch Gunner===<br />
Damage build on Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.<br />
<br />
LCPL: '''Covering Fire''' for the bonus aim and improved overwatch efficiency.<br />
<br />
CPL: '''Opportunist''' to bring the Overwatch build online.<br />
<br />
SGT: '''Ranger''' for extra damage, and because the gunner will be out of sight much of the time.<br />
<br />
TSGT: '''Ready for Anything''' for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).<br />
<br />
GSGT: '''Platform Stability'''<br />
<br />
MSGT: '''Sentinel''' for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren't generally close to the front, so '''Extra Conditioning''' isn't as helpful.<br />
<br />
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.<br />
<br />
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.<br />
<br />
===Jack of All Trades, Master of Everything=== <br />
An incredibly powerful hybrid that slaughters mechanicals while bringing massive utility to the squad via HEAT, Rapid Fire and Danger Zone Suppression. As it doesn't take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs. Can be brought on every single mission type. Useful from the beginning of the game with its mix of utility and damage, midgame brings in heavy robotic damage, and late game it comes online again with massive utility.<br />
<br />
''Suitable Recruits'': Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.<br />
<br />
LCPL: '''Holo-Targeting'''. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire. Helps ensure that at least the second shot of '''Rapid Fire''' will hit. Later, can be applied to entire groups of enemies with '''Danger Zone'''.<br />
<br />
CPL: '''HEAT Ammo'''. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit and cause major damage to larger ones despite their damage reduction. With '''Rapid Fire''' becomes your primary big robot killer, not surpassed until late game MEC troops.<br />
<br />
SGT: '''Will to Survive'''. This Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, especially with '''Rapid Fire''', so it benefits from this strong defensive perk. '''Suppression''' also draws a lot of enemy fire.<br />
<br />
TSGT: '''Rapid Fire'''. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. Allows this build to crush large mechanicals like tin cans.<br />
<br />
GSGT: '''Danger Zone'''. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.<br />
<br />
MSGT: '''Mayhem'''. This final perk brings part of the ''magic'' of the Bullet Wizard utility to your primary robot killer. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also chip damage from HEAT ammo to a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem's light damage may be completely absorbed by DR, but if not it can allow for automatic kills, and the HEAT chip damage is immune to DR.<br />
<br />
''Role'': Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them. They also provide general utility and with area Suppression and Holo.<br />
<br />
''Gear'': HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner's fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.<br />
<br />
''Limitations'': The only weakness of this build is its lack of heavy defenses, as it often gets up close and personal to a large robot, and draws a lot of fire with Suppression. Bring Smoke Grenades and Medkits.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Gunner_(Long_War)&diff=99480Gunner (Long War)2021-01-27T20:21:07Z<p>Neverim: for second wave option Training Roulette</p>
<hr />
<div>[[File: CLASS HEAVY.png|left|frame|64px|&nbsp;&nbsp;&nbsp;Gunner]]<br />
{{Toc (Long War)|75}}<br />
<br />
The '''Gunner''' class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is '''Suppression''', and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target's ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy's rockets.<br />
<br />
:'''Primary Weapon''': SAWs, LMGs, Assault Rifles, Carbines, SMGs.<br />
:'''Secondary Weapon''': None.<br />
:'''Class-Limited items''': Armor-Piercing Ammo.<br />
<br />
<div style="clear:both;"></div><br />
==Abilities==<br />
{{Class Tree (Long War)|<br />
|Specialist1={{ Suppression (Long War)|text=1}}<br />
|SpecialistE1=''No other bonuses.''<br />
|LCorporal1={{ Flush (Long War)|text=1}}<br />
|LCorporal2={{ Covering Fire (Long War)|text=1}}<br />
|LCorporal3={{ Holo-Targeting (Long War)|text=1}}<br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2='''+ 2 Aim.'''<br />
|LCorporalE3=''No other bonuses.''<br />
|Corporal1=<span style="color:blue;">{{ HEAT Ammo (Long War)|text=1}}</span><br />
|Corporal2={{ Opportunist (Long War)|text=1}}<br />
|Corporal3=<span style="color:blue;">{{ Shredder Ammo (Long War)|text=1}}</span><br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3=''No other bonuses.''<br />
|Sergeant1={{ Will To Survive (Long War)|text=1}}<br />
|Sergeant2={{ Executioner (Long War)|text=1}}<br />
|Sergeant3={{ Ranger (Long War)|text=1}}<br />
|SergeantE1='''+3 Will'''<br />
|SergeantE2=''No other bonuses.''<br />
|SergeantE3=''No other bonuses.''<br />
|TechSgt1=<span style="color:blue;">{{ Rapid Fire (Long War)|text=1}}</span><br />
|TechSgt2=<span style="color:blue;">{{ Ready For Anything (Long War)|text=1}}</span><br />
|TechSgt3=<span style="color:blue;">{{ Double Tap (Long War)|text=1}}</span><br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2='''+ 2 Aim.'''<br />
|TechSgtE3=''No others bonuses.''<br />
|GunSgt1={{ Resilience (Long War)|text=1}}<br />
|GunSgt2={{ Platform Stability (Long War)|text=1}}<br />
|GunSgt3=<span style="color:blue;">{{ Danger Zone (Long War)|text=1}}</span><br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2=''No other bonuses.''<br />
|GunSgtE3=''No other bonuses.''<br />
|MSgt1={{ Extra Conditioning (Long War)|text=1}}<br />
|MSgt2=<span style="color:blue;">{{ Sentinel (Long War)|text=1}}</span><br />
|MSgt3=<span style="color:blue;">{{ Mayhem (Long War)|text=1}}</span><br />
|MSgtE1='''+4 Aim, +4 Will, +1 Mobility.'''<br />
|MSgtE2=''No other bonuses.''<br />
|MSgtE3=''No other bonuses.''<br />
}}<br />
<br />
<span style="color:blue;">''*Skills are marked in blue, the place of which is fixed when the option of the second wave of Training Roulette is enabled''</span><br />
==Stat Progression==<br />
{{Stat Progression Table (Long War)<br />
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)<br />
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)<br />
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)<br />
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)<br />
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)<br />
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)<br />
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)<br />
}}<br />
<br />
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (<code>1 + rand(6)</code>).<br />
<br />
==Tactical Advice==<br />
'''Role''': Medium Range Offense / Offensive Support<br />
<br />
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy's abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.<br />
<br />
In a sense the Gunner's first "perk" is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG's full range.<br />
<br />
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including '''Holo-Targeting''' and '''Shredder Ammo''' and of course '''Suppression'''. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with '''Danger Zone''', apply '''Holo Targeting''' on those targets, make it inflict damage with '''Mayhem''', and thus shred them with '''Shredder Ammo'''. Some strong offensive perks are also available in '''Double Tap''', '''Rapid Fire''' and '''HEAT Ammo'''.<br />
<br />
==Sample Builds==<br />
===HEAT Gunner=== <br />
Chases down and kills robots.<br />
<br />
''Suitable Recruits'': Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.<br />
<br />
LCPL: '''Flush'''. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.<br />
<br />
CPL: '''HEAT Ammo'''. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single ''Flush'' hit!) and cause major damage to larger ones despite their damage reduction.<br />
<br />
SGT: '''Will to Survive'''. Although not a primary "tanking" unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.<br />
<br />
TSGT: '''Rapid Fire'''. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.<br />
<br />
GSGT: '''Resilience'''. Preventing critical hits lets the Gunner be used more aggressively with less risk.<br />
<br />
MSGT: '''Extra Conditioning'''. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.<br />
<br />
''Role'': Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.<br />
<br />
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.<br />
<br />
''Gear'': HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner's fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.<br />
<br />
''Limitations'': The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.<br />
<br />
When there ''are'' powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner's hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.<br />
<br />
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner's ammo use to keep some firepower in reserve for the worst contingencies.<br />
<br />
''Suitable Maps'': HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it's vital to bring some other source(s) of HEAT Ammo.<br />
<br />
''Other Notes'': There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.<br />
<br />
Only the advent of Mechs threatens to challenge the HEAT Gunner's dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).<br />
<br />
===Bullet Wizard===<br />
Lighting up the enemy.<br />
<br />
''Suitable Recruits'': High Health is preferred. Below average Aim and Mobility are tolerable.<br />
<br />
LCPL: '''Holo-Targeting'''. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.<br />
<br />
CPL: '''Shredder Ammo'''. Causes shredded status on a hit for yet more effective focus-fire.<br />
<br />
SGT: '''Will to Survive'''. The Bullet Wizard will often engage from squadsight range, but can't rely on this keeping her safe. Suppressors tend to draw fire and the build doesn't allow for any other defensive perk choices.<br />
<br />
TSGT: '''Double Tap'''. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.<br />
<br />
GSGT: '''Danger Zone'''. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.<br />
<br />
MSGT: '''Mayhem'''. This final perk finally brings the ''magic'' to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem's light damage may be completely absorbed by DR, but if not it can allow for automatic kills.<br />
<br />
''Role'': As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can't do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.<br />
<br />
''Gear'': Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.<br />
<br />
''Limitations'': Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.<br />
<br />
''Suitable Maps'': Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.<br />
<br />
===Overwatch Gunner===<br />
Damage build on Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.<br />
<br />
LCPL: '''Covering Fire''' for the bonus aim and improved overwatch efficiency.<br />
<br />
CPL: '''Opportunist''' to bring the Overwatch build online.<br />
<br />
SGT: '''Ranger''' for extra damage, and because the gunner will be out of sight much of the time.<br />
<br />
TSGT: '''Ready for Anything''' for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).<br />
<br />
GSGT: '''Platform Stability'''<br />
<br />
MSGT: '''Sentinel''' for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren't generally close to the front, so '''Extra Conditioning''' isn't as helpful.<br />
<br />
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.<br />
<br />
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.<br />
<br />
===Jack of All Trades, Master of Everything=== <br />
An incredibly powerful hybrid that slaughters mechanicals while bringing massive utility to the squad via HEAT, Rapid Fire and Danger Zone Suppression. As it doesn't take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs. Can be brought on every single mission type. Useful from the beginning of the game with its mix of utility and damage, midgame brings in heavy robotic damage, and late game it comes online again with massive utility.<br />
<br />
''Suitable Recruits'': Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.<br />
<br />
LCPL: '''Holo-Targeting'''. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire. Helps ensure that at least the second shot of '''Rapid Fire''' will hit. Later, can be applied to entire groups of enemies with '''Danger Zone'''.<br />
<br />
CPL: '''HEAT Ammo'''. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit and cause major damage to larger ones despite their damage reduction. With '''Rapid Fire''' becomes your primary big robot killer, not surpassed until late game MEC troops.<br />
<br />
SGT: '''Will to Survive'''. This Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, especially with '''Rapid Fire''', so it benefits from this strong defensive perk. '''Suppression''' also draws a lot of enemy fire.<br />
<br />
TSGT: '''Rapid Fire'''. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. Allows this build to crush large mechanicals like tin cans.<br />
<br />
GSGT: '''Danger Zone'''. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.<br />
<br />
MSGT: '''Mayhem'''. This final perk brings part of the ''magic'' of the Bullet Wizard utility to your primary robot killer. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also chip damage from HEAT ammo to a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem's light damage may be completely absorbed by DR, but if not it can allow for automatic kills, and the HEAT chip damage is immune to DR.<br />
<br />
''Role'': Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them. They also provide general utility and with area Suppression and Holo.<br />
<br />
''Gear'': HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner's fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.<br />
<br />
''Limitations'': The only weakness of this build is its lack of heavy defenses, as it often gets up close and personal to a large robot, and draws a lot of fire with Suppression. Bring Smoke Grenades and Medkits.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=%D0%90%D0%BD%D0%B3%D0%B0%D1%80_(Long_War)&diff=89215Ангар (Long War)2019-05-24T16:59:43Z<p>Neverim: /* Одноразовые Модули */</p>
<hr />
<div>{{Начало Страницы (Long War)}}<br />
{{Проверка_Актуальности_(Long_War)|b14}}<br />
<div style="float:left; margin-right:20px; margin-bottom:20px;">{{Главная_(Long_War)}}__TOC__</div><br />
{{Сооружение_(Long_War)<br />
|image=Wiki-facbox_hangar.png<br />
|isize=256<br />
|effect=Помещение для стоянки и техобслуживания самолетов.<br />
|adjacency=-<br />
|prerequisites=-<br />
|other=-<br />
|credits=0<br />
|alienaloys=0<br />
|elerium=0<br />
|meld=0<br />
|build time=0 <br />
|quick credits=0<br />
|quick alienaloys=0<br />
|quick elerium=0<br />
|quick meld=0<br />
|quick build time=0 <br />
|maintenance=0<br />
|power=3<br />
|}}<br />
<br />
<br />
Расположенный в верхнем-левом углу "муравьиной фермы", Ангар является нервным центром всех воздушных операций.<br />
<br />
Каждый запуск Скайрейнджера и возвращение с заданий показанные в видео, используют 3D-рендеринг Ангара. Перехваты стартуют там же. И если посмотреть внимательно, то платформы на видео "встроены" там же где и на экране "муравьиной фермы".<br />
<br />
Странно, но Демоны (Firestorms) стартуют с той платформы где обычно стоит Скайрейнджер.<br />
<br />
Как только добавляются новые перехватчики или строятся Демоны (в Долгой Войне количество расширено до 6 на континент), они в основном все отображаются на отдельных стоянках внутри Ангара, вплоть до максимума в четыре штуки.<br />
<br />
<div style="clear:both; height: 0"></div><br />
==Военно-Воздушные Силы==<br />
<br />
===Перехватчики===<br />
{{Самолет_(LW)-begin}}<br />
<br />
{{Самолет_(LW)-entry <br />
| [[Image: Inv Interceptor.png|center|128x64px]]'''Ворон''' <br />
| Сильно модифицированный истребитель. Недостаточное бронирование делает этот Перехватчик уязвимым для всех НЛО, исключая разве что вражеских Разведчиков.<br />
| 1500 | 5 | 0 | §40 <br />
| 0 | - <br />
| 200 | 0 | 0 | 0 | 0 | - }}<br />
<br />
{{Самолет_(LW)-entry <br />
| [[Image: Inv Firestorm.png|center|128x64px]]'''Демон''' <br />
| Использование Сплавов Пришельцев и адаптация Силовых Установок позволили создать Перехватчик нового поколения. При дополнительной модификации Демон станет серьезным противником для любого НЛО.<br />
| 3500 | 25 | 5 | §50 <br />
| 75 | Силовая Установка Пришельцев <br />
| 750 | 180 | 120 | 10 | 28 | 8x Борткомпьютер Пришельцев,<br>4x Источник Энергии НЛО }}<br />
<br />
{{Самолет_(LW)-end}}<br />
<br />
===Транспорт===<br />
<br />
==Пилоты==<br />
<br />
==Вооружение==<br />
Переоборудование Перехватчика под новое вооружение занимает около 7 дней. Замена ракет одного типа на ракеты другого занимает всего 12 часов.<br />
Для Перехватчиков доступно следующее вооружение: <br />
<br />
; Ракеты "Лавина" <br />
: Программа краш-тестов и несколько удачных экспериментов привели к созданию ракет "Лавина" класса "воздух-воздух" с беспрецедентной точностью. Представляет собой вершину земных ракетных технологий.<br />
:* Являются изначальным вооружением перехваnчиков.<br />
:* Низкая скорость запуска, высокая дальность, средний урон и низкая бронебойность.<br />
:* Бесплатны и доступны в неограниченных количествах.<br />
<br />
; Ракеты "Игла" <br />
: Ракеты "Игла", класса "воздух-воздух", маленькие и быстрые. Несут в себе небольшое количество взрывчатки и наносят небольшой урон, но хорошо пробивают бронированные цели.<br />
:* Низкая скорость запуска, высокая дальность, незначительный урон и средняя бронебойность. <br />
:* Бесплатны и доступны в неограниченных количествах.<br />
<br />
; Пушка "Феникс" <br />
: Скорострельный авиапулемет, разработанный для пробивания бронированных НЛО.<br />
:* Высокая скорострельность, высокая дальность, незначительный урон и низкая бронебойность.<br />
:* Для изготовления необходимо провести исследование "Материалы Пришельцев".<br />
:* Завершение проекта Литейного Цеха "Подавляющие Гаусс-Пушки" улучшает характеристики данного авиапулемета. <br />
<br />
; Лазерная Пушка <br />
: Крыльевая лазерная авиапушка со встроенной мощной системой охлаждения, которая позволяет поддерживать высокий темп стрельбы.<br />
:* Средняя скорострельность, высокая дальность, средний урон и низкая бронебойность.<br />
:* Для изготовления необходимо провести исследование "Передовые Лазерные Технологии".<br />
:* Завершение проекта Литейного Цеха "Суперхранилища" улучшает характеристики данной авиапушки. <br />
<br />
; Плазмопушка <br />
: Снаряды плазмы невероятно горячие и могут расплавить что угодно. Отсутствие специальной системы наведения и непредсказуемое поведение в атмосфере не позволяют вести прицельный огонь.<br />
:* Средняя скорострельность, высокая дальность, значительный урон и высокая бронебойность.<br />
:* Для изготовления необходимо провести исследование "Воздушное Плазменное Оружие ". <br />
<br />
; ЭМИ Пушка<br />
: Электромагнитные волны выводят системы НЛО из строя, вынуждая его приземлиться. Экипаж корабля, при этом скорее всего полностью уцелеет.<br />
:* Высокая скорострельность, высокая дальность, средний урон и высокая бронебойность.<br />
:* Для изготовления необходимо провести исследование "Электромагнитное Оружие".<br />
<br />
; Пушка Холодного Синтеза<br />
: Разработана по технологии, полученной после исследования кораблей класса Дредноут. Крайне низкая скорострельность компенсируется невероятно огромным наносимым уроном.<br />
:* Средняя скорострельность, высокая дальность, значительный урон и высокая бронебойность.<br />
:* Может быть установлена только на Перехватчик "Демон".<br />
:* Для изготовления необходимо провести исследование "Оружие Холодного Синтеза".<br />
<br />
{{Вооружение Перехватчиков (LW)-begin}}<br />
{{Вооружение Перехватчиков (LW)-entry <br />
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]'''Ракеты Лавина''' <br />
| 25% | 40% | 55% | Высокая | Низкая (2.0) | Средний (340) | Низкая (0) <br />
| 0 | - <br />
| 0 | 0 | 0 | 0 | 0 | Доступно в неограниченных количествах }}<br />
{{Вооружение Перехватчиков (LW)-entry <br />
| [[Image: Stingray Missiles Long War.png|center|128x64px]]'''Ракеты Игла''' <br />
| 25% | 40% | 55% | Высокая | Низкая (1.5) | Низкий (200) | Средняя (10) <br />
| 0 | - <br />
| 0 | 0 | 0 | 0 | 0 | Доступно в неограниченных количествах }}<br />
{{Вооружение Перехватчиков (LW)-entry <br />
| [[Image: Phoenix Coilgun Long War.png|center|128x64px]]'''Пушка Феникс''' <br />
| 25% | 40% | 55% | Высокая | Высокая (0.75) | Низкий (140) | Низкая (5) <br />
| 15 | Материалы Пришельцев<br />
| 120 | 12 | 0 | 0 | 10 | - }}<br />
{{Вооружение Перехватчиков (LW)-entry <br />
| [[Image: Laser Cannon Long War.png|center|128x64px]]'''Лазерная Пушка''' <br />
| 40% | 55% | 70% | Высокая | Средняя (1.0) | Средний (290) | Низкая (5) <br />
| 25 | Передовые Лазерные Технологии <br />
| 160 | 30 | 0 | 0 | 10 | - }}<br />
{{Вооружение Перехватчиков (LW)-entry <br />
| [[Image: Phoenix Coilgun Long War.png|center|128x64px]]'''Гаусс-пушка Феникс'''<br />
| 25% | 40% | 55% | Высокая | Высокая (0.75) | Средний (230) | Высокая (18) <br />
| 15 | Подавляющие Гаусс-Пушки (ЛЦ)<br />
| 120 | 12 | 0 | 0 | 10 | - }}<br />
{{Вооружение Перехватчиков (LW)-entry <br />
| [[Image: Laser Cannon Long War.png|center|128x64px]]'''Суперхранилище''' <br />
| 40% | 55% | 70% | Высокая | Высокая (0.75) | Средний (300) | Средняя (11) <br />
| 25 | Суперхранилища (ЛЦ) <br />
| 160 | 30 | 0 | 0 | 10 | - }}<br />
{{Вооружение Перехватчиков (LW)-entry <br />
| [[Image: Plasma Cannon Long War.png|center|128x64px]]'''Плазмопушка''' <br />
| 25% | 40% | 55% | Высокая | Средняя (1.0) | Высокий (650) | Высокая (22) <br />
| 95 | Воздушное Плазменное Оружие <br />
| 500 | 50 | 60 | 3 | 14 | 1x Плазмер Пришельцев }} <br />
{{Вооружение Перехватчиков (LW)-entry <br />
| [[Image: EMP Cannon Long War.png|center|128x64px]]'''ЭМИ Пушка''' <br />
| 15% | 30% | 45% | Высокая | Высокая (0.55) | Средний (310) | Высокая (30) <br />
| 100 | Электромагнитное Оружие <br />
| 575 | 60 | 160 | 0 | 20 | 1x Обломки Сектопода }}<br />
{{Вооружение Перехватчиков (LW)-entry <br />
| [[Image: Fusion Lance Long War.png|center|128x64px]]'''Пушка Холодного Синтеза''' <br />
| 15% | 30% | 45% | Высокая | Средняя (1.25) | Высокий (1200) | Высокая (26) <br />
| 120 | Оружие Холодного Синтеза <br />
| 800 | 70 | 120 | 20 | 25 | 1x Источник Холодного Термоядерного Синтеза }} <br />
{{Вооружение Перехватчиков (LW)-end}}<br />
<br />
==Одноразовые Модули==<br />
{{Авиамодули_(LW)-begin}}<br />
{{Авиамодули_(LW)-entry <br />
| [[Image: Defense Matrix Long War.png|center|128x64px]]'''Защитная Матрица (Уклонение)''' <br />
| Уклоняется от первых двух успешных выстрелов врага.<br />
| 50 | Модули Перехватчиков (ЛЦ).<br>Вскрытие Кибердиска <br />
| 25 | 0 | 2 | 1 | 5 | 2x Обломки Кибердиска }}<br />
{{Авиамодули_(LW)-entry <br />
| [[Image: UFO Tracking Long War.png|center|128x64px]]'''Акселератор (Ускорение) ''' <br />
| Увеличивает длительность воздушного боя. <br />
| 12 | Модули Перехватчиков (ЛЦ).<br>Материалы Пришельцев <br />
| 15 | 0 | 1 | 1 | 5 | 2x Обломки Дрона }}<br />
{{Авиамодули_(LW)-entry <br />
| [[Image: Uplink Targeting Long War.png|center|128x64px]]'''Спутниковое Наведение (Меткость)''' <br />
| Следующими двумя неудачными выстрелами Перехватчик все равно поразит НЛО. <br />
| 35 | Модули Перехватчиков (ЛЦ).<br>Вскрытие Летуна <br />
| 20 | 1 | 1 | 1 | 5 | 3x Труп Летуна }}<br />
{{Авиамодули_(LW)-end}}<br />
<br />
==Расчет Урона==<br />
<br />
<br />
<noinclude><br />
[[Category: Long War (Russian)]]<br />
</noinclude><br />
{{Конец Страницы (Long War)}}</div>Neverimhttps://www.ufopaedia.org/index.php?title=Equipment_(Long_War)&diff=88724Equipment (Long War)2018-12-03T17:39:31Z<p>Neverim: /* MEC equipment */ добавил пару ссылок дляя удобства</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]<br />
<br />
In Long War, all regular soldiers have 2 '''equipment''' slots from the start of the game. The [[Foundry_(Long_War)#General_Equipment_Upgrades|Tactical Rigging]] Foundry project increases this to 3 slots. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game [[Armor (Long War)|armors]] (Tac Vest, Tac Armor, Kestrel Armor, Phalanx Armor and Aurora), but this bonus does not stack with the bonus from the ''Tactical Rigging'' [[Foundry_(Long_War)|Foundry project]].<br />
<br />
Long War added a lot of items for abilities that were previously only available as a perk, such as Battle Scanners. Most of these are also still available as a perk, though generally the perk provides additional bonuses now.<br />
<br />
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the ''Alien Grenades'' Foundry project.<br />
<br />
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.<br />
<br />
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 1, and thus provides a -1 movement penalty, though some items weigh two, while a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as ''Packmaster'', ''Grenadier'' and ''Smoke and Mirrors'' do not increase the weight and do not provide additional movement penalties.<br />
<br />
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.<br />
<br />
A lot of items have an effect that lasts for one or more turns. All turns last until the start of the player's turn. Thus, an item that lasts for 1 turn and is activated during the player's turn, remains in effect for the remainder of that player's turn and the following Alien's turn. An item that lasts for 2 turns and is activated during the Aliens' turn, remains in effect for the remainder of that Aliens' turn, the following player's turn, and the following Aliens' turn.<br />
<br />
==Soldier equipment==<br />
===Protective gear===<br />
In Long War, the aliens are even more deadly than in vanilla. Fortunately, you have access to a few protective items that can be worn in addition to regular armor, to provide a little more survivability. Note that Ceramic, Alloy and Chitin Plating can't stack with one another, and that none of these items can be equipped more than once.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Damage reduction (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (Long War)#Protective gear|Ceramic Plating]]<br />'''[[Equipment (Long War)#Protective gear|Ceramic Plating]]'''||All soldiers||-1||+1|| || || || ||Can't stack with Alloy or Chitin Plating||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Alloy Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Alloy Plating]]<br />'''[[Equipment (Long War)#Protective gear|Alloy Plating]]'''||All soldiers||-1||+2|| || || || ||Can't stack with Ceramic or Chitin Plating||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Chittin Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Chitin Plating]]<br />'''[[Equipment (Long War)#Protective gear|Chitin Plating]]'''||All soldiers||-2||+3|| || || || ||Reduces melee damage by 40%<br />Prevents strangulation<br />Can't stack with Ceramic or Alloy Plating||[[Research (Long War)#Alien Autopsies|Chryssalid Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)||10 [[Alien Artifacts (Long War)#Aliens|Chryssalid Carcasses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32<br />
|-align="center"<br />
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (Long War)#Protective gear|Reinforced Armor]]<br />'''[[Equipment (Long War)#Protective gear|Reinforced Armor]]'''||All soldiers||-2||+1||1.0||-6|| || || ||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|14<br />(21)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28<br />
|-align="center"<br />
|[[File:Psi Screen Long War.png|128px|link=Equipment (Long War)#Protective gear|Psi Screen]]<br />'''[[Equipment (Long War)#Protective gear|Psi Screen]]'''||Psionic soldiers||-1|| ||1.0|| ||-12|| || ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(18)||1 [[Alien Artifacts (Long War)#Aliens|Mechtoid Core]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||26<br />
|-align="center"<br />
|[[File:Impact Vest Long War.png|128px|link=Equipment (Long War)#Protective gear|Impact Vest]]<br />'''[[Equipment (Long War)#Protective gear|Impact Vest]]'''||Assaults||-1||+1|| || || ||{{ Shock Absorbent Armor (Long War) }}|| ||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|18<br />(27)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||36<br />
|-align="center"<br />
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (Long War)#Protective gear|Chameleon Suit]]<br />'''[[Equipment (Long War)#Protective gear|Chameleon Suit]]'''||Scouts||-1|| || ||+4|| || ||Improves the Lightning Reflexes perk:<br />Reduces hit chance of the first reaction shot by 95% instead of 90%<br />Reduces hit chance of further reaction shots by 85% instead of 70%<br />Grants immunity to critical hits from overwatch fire||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|65<br />(97)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||26<br />
|}<br />
<br />
===Miscellaneous gear===<br />
In addition to the items above that mostly protect against physical attacks, there are also a few items that protect your soldiers against panic and psychic attack, as well as items that help your soldiers with their mobility or experience. Note that none of these items can be equipped more than once.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Alien Trophy Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Alien Trophy]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Alien Trophy]]'''||All soldiers<br />MEC troopers||-1|| || ||{{ Steadfast (Long War) }}|| ||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Respirator Implant Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Respirator Implant]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Respirator Implant]]'''||All soldiers|| ||+1|| || ||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Prevents death on the first drop to 0 health per mission<br />Increases bleed timeout by 2 turns, and reveals the timer||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|8<br />(11)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Walker Servos Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Walker Servos]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Walker Servos]]'''||All soldiers||+2|| || || || ||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|4<br />(6)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32<br />
|-align="center"<br />
|[[File:Fuel Cell Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Fuel Cell]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Fuel Cell]]'''||All soldiers<br />SHIV units||-2|| || || ||Increases flight fuel by 6<br />Double fuel with the ''Advanced Flight'' Foundry project||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Elerium&#10;(Cost when building quickly)"|24<br />(36)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Mind Shield Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Mind Shield]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Mind Shield]]'''||Psionic soldiers||-1|| ||+25||{{ Steadfast (Long War) }}||Prevents strangulation||[[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|200<br />(300)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(17)||5 [[Alien Artifacts (Long War)#Aliens|Sectoid Commander Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|20&nbsp;days<br />(10.0&nbsp;days)||80<br />
|-align="center"<br />
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]'''||All soldiers<br />MEC troopers||-1|| ||+5|| ||Increases XP gained by 20%||colspan="8"|Looted from the Exalt headquarters||200<br />
|-align="center"<br />
|[[File:Neuroregulator Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Neuroregulator]]<br />'''[[Equipment (Long War)#Miscellaneous gear|Neuroregulator]]'''||Psionic soldiers||-1|| ||+10|| ||Increases Psi XP gained by 50%||colspan="8"|Looted from the Exalt headquarters||200<br />
|}<br />
<br />
===Weapon attachments===<br />
In Long War, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons' accuracy. With the exception of Rockets, these items apply their bonus to primary weapons only. Note that SCOPEs, Neural Gunlinks and Illuminator Gunsights can't stack with one another, and that none of these items can be equipped more than once.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Laser Sight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Laser Sight]]<br />'''[[Equipment (Long War)#Weapon attachments|Laser Sight]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||+4|| || ||+4 crit chance with the ''SCOPE Upgrade'' Foundry project||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Targeting Module Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Targeting Module]]<br />'''[[Equipment (Long War)#Weapon attachments|Targeting Module]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| || ||+8|| ||+1.5 crit damage||[[Research (Long War)#Xenology|Xenobiology]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20||<br />
|-align="center"<br />
|[[File:SCOPE Long War.png|128px|link=Equipment (Long War)#Weapon attachments|SCOPE]]<br />'''[[Equipment (Long War)#Weapon attachments|SCOPE]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||+8|| || ||+8 crit chance with the ''SCOPE Upgrade'' Foundry project<br />Can't stack with Neural Gunlink or Illuminator Gunsight||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||[[Foundry (Long War)#General Equipment Upgrades|SCOPE Upgrade]] (1)<br />[[Equipment (Long War)#Weapon attachments|Neural Gunlink]] (1)<br />
|-align="center"<br />
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Neural Gunlink]]<br />'''[[Equipment (Long War)#Weapon attachments|Neural Gunlink]]'''||Psionic soldiers||-1||-12||+12||+12|| ||Can't stack with SCOPE or Illuminator Gunsight||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)||title="Cost in Elerium&#10;(Cost when building quickly)"|8<br />(12)||title="Cost in Meld&#10;(Cost when building quickly)"|15<br />(18)||1 [[Equipment (Long War)#Weapon attachments|SCOPE]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28||<br />
|-align="center"<br />
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]<br />'''[[Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]'''||All soldiers||-1|| ||+12||+12||{{ Executioner (Long War) }}||Can't stack with SCOPE or Neural Gunlink||colspan="8"|Looted from the Exalt headquarters<br />Provided by a Mexican starting bonus||200||<br />
|-align="center"<br />
|[[File:Marksman Scope Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Marksman's Scope]]<br />'''[[Equipment (Long War)#Weapon attachments|Marksman's Scope]]'''||Scouts||-1|| || || ||{{ Squadsight (Long War) }}||Only affects Marksman and Strike Rifles||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12||<br />
|-align="center"<br />
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Alloy Bipod]]<br />'''[[Equipment (Long War)#Weapon attachments|Alloy Bipod]]'''||Snipers|| || ||+6||+6|| || ||[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||10||<br />
|}<br />
<br />
===Special ammunition===<br />
In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. Unlike weapon attachments, special ammunition only applies to your primary weapon, and most special ammunition only works with specific weapon types. Note that Hi Cap and Drum Mags can't stack with one another, that Shredder, Armor Piercing and Flak Ammo can't stack with one another, and that none of these items can be equipped more than once.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Hi Cap Mags]]<br />'''[[Equipment (Long War)#Special ammunition|Hi Cap Mags]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon gains +1 ammo<br />Can't stack with Drum Mags||colspan="7"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Drum Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Drum Mags]]<br />'''[[Equipment (Long War)#Special ammunition|Drum Mags]]'''||Assaults<br />Infantry<br />Engineers<br />Medics<br />Scouts||-2||-4||Primary weapon gains +2 ammo<br />Only affects [[Primary Weapons (Long War)#Carbines|Carbines]], [[Primary Weapons (Long War)#Assault Rifles|Assault Rifles]] and [[Primary Weapons (Long War)#Battle Rifles|Battle Rifles]]<br />Can't stack with Hi Cap Mags||colspan="7"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Breaching Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Breaching Ammo]]'''||Assaults||-1|| ||Negates more effective target DR from [[Primary Weapons (Long War)#Shotguns|Shotguns]]<br />Does not affect [[Secondary Weapons (Long War)#Sawed-off Shotgun|Sawed-off Shotgun]]||[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Shredder Ammo.png|128px|link=Equipment (Long War)#Special ammunition|Shredder Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Shredder Ammo]]'''||Assaults<br />Engineers||-1|| ||Primary weapon applies the Shredded effect on hits:<br />Target receives 50% more damage for 2 turns<br />Can't stack with Armor Piercing or Flak Ammo||[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]'''||Engineers<br />Gunners<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon ignores 2 of target DR<br />Does not affect [[Primary Weapons (Long War)#Shotguns|Shotguns]]<br />Can't stack with Shredder or Flak Ammo||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Flak Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Flak Ammo]]<br />'''[[Equipment (Long War)#Special ammunition|Flak Ammo]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon and rockets gain +20% damage to flying units<br />Collateral Damage gains +20% damage and can target flying units<br />Bonus damage is at least +2 and applies after DR is applied<br />Can't stack with Shredder or Armor Piercing Ammo||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||24<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]<br />'''[[Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon and rockets gain +1 damage<br />Only affects Ballistic and Gauss weapons||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Ballistics]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8<br />
|-align="center"<br />
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]<br />'''[[Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon gains +1 damage<br />Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Lasers]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Reaper Pack]]<br />'''[[Equipment (Long War)#Special ammunition|Reaper Pack]]'''||All soldiers||-1|| ||Primary weapon gains +16 crit chance<br />Primary weapon's range penalty is doubled<br />Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)#Aerospace Improvements|Supercapacitors]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)|| ||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (Long War)#Special ammunition|Plasma Stellerator]]<br />'''[[Equipment (Long War)#Special ammunition|Plasma Stellerator]]'''||All soldiers<br />MEC troopers<br />SHIV units||-1|| ||Primary weapon gains +1 damage<br />Only affects Plasma weapons||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|5<br />(10)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||50<br />
|}<br />
<br />
===Explosives===<br />
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. Keep in mind that in Long War, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.<br />
<br />
Even though Engineers can pick the Fire Rocket perk, they cannot equip these additional rockets, restricting them to the single rocket that's provided by the perk. Rocketeers can only pick up either rocket once, but they can pick up both rockets, though it could be wise to reserve one slot for an aim boosting item.<br />
<br />
While not as much as rockets, grenades have also received a bit of an overhaul, and the Engineering class has several perks dedicated to lobbing explosive grenades. They still always hit their target, making them more reliable than rockets, especially in the early game, though they can't keep up with range and damage output. Note that soldiers can pick up the same type of grenade more than once.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!{{Item name (Long War)}}!!{{Usable by (Long War)}}!!{{Mobility bonus (Long War)}}!!{{Weapon damage (Long War)}}!!{{Weapon range (Long War)}}!!{{Blast radius (Long War)}}!!{{Special properties (Long War)}}!!{{Item source (Long War)}}<br />
|-align="center"<br />
|[[File:Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Rocket]]<br />'''[[Equipment (Long War)#Explosives|Rocket]]'''||Rocketeers||-2|| || || ||Provides an extra regular rocket||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Shredder Rocket]]<br />'''[[Equipment (Long War)#Explosives|Shredder Rocket]]'''||Rocketeers||-2|| || || ||Provides an extra shredder rocket||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:AP Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|AP Grenade]]<br />'''[[Equipment (Long War)#Explosives|AP Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|2-6<br />(4)||15||5.6||Can be equipped multiple times per soldier<br />Units with cover towards the center are unaffected<br />+50% damage with the ''Alien Grenades'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:HE Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|HE Grenade]]<br />'''[[Equipment (Long War)#Explosives|HE Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|1-5<br />(3)||15||5.6||Can be equipped multiple times per soldier<br />Effective at destroying cover<br />+40% radius with the ''Alien Grenades'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||XCOM starts with an unlimited supply<br />
|-align="center"<br />
|[[File:Alien Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|Alien Grenade]]<br />'''[[Equipment (Long War)#Explosives|Alien Grenade]]'''||All soldiers||-1||title="Minimum to maximum damage&#10;(Average damage)"|3-7<br />(5)||15||5.6||Can be equipped multiple times per soldier<br />Effective at destroying cover<br />+1 charge with the Packmaster perk<br />+1 charge with the Grenadier perk||The ''Alien Grenades'' Foundry project provides an unlimited supply<br />
|}<br />
<br />
===Support grenades===<br />
Like explosive grenades, support grenades have also received a few more perks to enhance them, and while the Grenadier perk doesn't increase the number of support grenades carried, its range bonus does affect both explosive and support grenades. While Battle Scanners and Mimic Beacons aren't called grenades, they are affected by these perks, and are thus included here. Note that soldiers can pick up the same type of grenade more than once. To keep the table size a bit practical, the effects of Disorient, Smoke and Acid are described here instead:<br />
<br />
Disorient: Units that are Disoriented immediately cancel Overwatch and Suppression. In addition, their mobility is reduced by 40%, they receive a -50 penalty to aim, and the range of their explosives and thrown devices is severely reduced.<br />
<br />
Smoke: Units that are covered by Smoke gain a +20 bonus to defense. In addition, these units do not suffer the increased critical chance when fired at when exposed or flanked, though they are still considered exposed or flanked for the purpose of perks.<br />
<br />
Acid: Acid lasts for 2 to 4 turns and deals 1 damage per action other than Hunker Down or ending the soldier's turn. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50% (if their damage reduction is less than 6, it's reduced by 3, to a minimum of 0), they receive a -20 penalty to aim and the range of their explosives and thrown devices is severely reduced. Zombies, robotic units and units that have a Respirator Implant or Medikit equipped negate the damage and penalty to mobility.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Flashbang Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Flashbang Grenade]]'''||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Does not affect allies, Sectoid Commanders, Ethereals or robotic units<br />Can't stack with Psi Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Smoke Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Smoke Grenade]]'''||All soldiers||-1|| ||15||5.6||Can be equipped multiple times per soldier<br />Spawns a smoke cloud at the target location for 2 turns<br />Provides concealment for all units within the cloud<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Battle Scanner Long War.png|128px|link=Equipment (Long War)#Support grenades|Battle Scanner]]<br />'''[[Equipment (Long War)#Support grenades|Battle Scanner]]'''||Engineers<br />Scouts||-1|| ||27||30.0||Can be equipped multiple times per soldier<br />Spawns a scanner at the target location for 2 turns<br />Reveals the area, including stealthed units within the area<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||colspan="8"|XCOM starts with an unlimited supply||<br />
|-align="center"<br />
|[[File:Chem Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Chem Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Chem Grenade]]'''||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier<br />Spawns a chemical cloud at the target location for 2 turns<br />Applies acid to all units within the cloud or entering the cloud<br />Does not affect Thin Men or Chryssalids<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||15 [[Alien Artifacts (Long War)#Aliens|Thin Man Corpses]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48<br />
|-align="center"<br />
|[[File:Psi Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Psi Grenade]]<br />'''[[Equipment (Long War)#Support grenades|Psi Grenade]]'''||Psionic soldiers||-1||-2||15||6.4||Can be equipped multiple times per soldier<br />Disorients enemy units within the area of effect for 1 turn<br />Does not affect allies, Sectoid Commanders, Ethereals or robotic units<br />Can't stack with Flashbang Grenades<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Meld&#10;(Cost when building quickly)"|1<br />(4)||1 [[Alien Artifacts (Long War)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (Long War)#Support grenades|Mimic Beacon]]<br />'''[[Equipment (Long War)#Support grenades|Mimic Beacon]]'''||Psionic soldiers||-1||-10||27||28.8||Can be equipped multiple times per soldier<br />Spawns a beacon at the target location for 2 turns<br />Aliens must succeed a will check or move towards the beacon<br />The will check's difficulty scales with the throwing soldier's will<br />Does not affect allies, Exalt or robotic units<br />+1 charge with the Packmaster perk<br />+1 charge with the Smoke and Mirrors perk||[[Research (Long War)#Xenology|Alien Communications]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|2<br />(3)||title="Cost in Elerium&#10;(Cost when building quickly)"|25<br />(37)||title="Cost in Meld&#10;(Cost when building quickly)"|25<br />(30)||1 [[Alien Artifacts (Long War)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60<br />
|}<br />
<br />
===Utility devices===<br />
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges. Thus, these items grant the most varied effects. Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Weapon range (Long War)}}!!rowspan="2" {{Blast radius (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Medkit Long War.png|128px|link=Equipment (Long War)#Utility devices|Medikit]]<br />'''[[Equipment (Long War)#Utility devices|Medikit]]'''||All soldiers||-1|| ||3|| ||Can be equipped multiple times per soldier<br />Prevents mobility penalty and damage from acid when equipped<br />Can be used on self or nearby soldier to remove acid and heal 3 hp<br />Alternatively, it can be used to stabilize a critically wounded soldier<br />Doubles healing with the ''Improved Medikit'' Foundry project<br />+1 charge with the Packmaster perk<br />+1 charge with the Field Medic perk||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Motion Tracker Long War.png|128px|link=Equipment (Long War)#Utility devices|Motion Tracker]]<br />'''[[Equipment (Long War)#Utility devices|Motion Tracker]]'''||All soldiers<br />SHIV units||-1|| || ||35.0||3 charges. When used, displays a radar with color signals:<br />* Blue: Friendly units<br />* White: Human civilians<br />* Red: Aliens and gene modded Exalt<br />* Yellow: Meld canisters<br />* Green: Bombs and power nodes<br />Covert operatives also see hackable radar arrays as Green<br />+1 charge with the Packmaster perk|| ||10||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||8||<br />
|-align="center"<br />
|[[File:Arc Thrower Long War.png|128px|link=Equipment (Long War)#Utility devices|Arc Thrower]]<br />'''[[Equipment (Long War)#Utility devices|Arc Thrower]]'''||All soldiers||-2|| ||5|| ||Can be equipped multiple times per soldier<br />Can be used to repair SHIVS and MECs with the ''Field Repairs'' Foundry project<br />Can be used to stun enemies, to capture them and their weapons<br />Chance of success is 54/48/42/29% on targets with 1/2/3/4+ hp<br />Increased chance with the ''Improved Arc Thrower'' Foundry project:<br />57/54/48/42/29% on targets with 3-/4/5/6/7+ hp<br />Does not affect Chryssalids, Zombies or robotic units<br />+1 charge with the Packmaster perk<br />+2 charges with the Repair perk||[[Research (Long War)#Xenology|Xenoneurology]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||40||[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]] (1)<br />
|-align="center"<br />
|[[File:Combat Stims Long War.png|128px|link=Equipment (Long War)#Utility devices|Combat Stims]]<br />'''[[Equipment (Long War)#Utility devices|Combat Stims]]'''||All soldiers||-1|| ||3|| ||Gain [[Abilities List (Long War)#Adrenaline Surge|Adrenaline Surge]] (+10 aim, +10 crit chance) when equipped<br />Can be used on self to become Stimmed for 2 turns:<br />Increases mobility and will, reduces damage received by 40%,<br />and grants immunity to crits while in cover and not flanked||[[Research (Long War)#Alien Autopsies|Berserker Autopsy]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|4<br />(9)||1 [[Alien Artifacts (Long War)#Aliens|Berserker Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48||<br />
|-align="center"<br />
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (Long War)#Utility devices|Shadow Device]]<br />'''[[Equipment (Long War)#Utility devices|Shadow Device]]'''||Psionic soldiers||-1||-10||15||4.0||Stealths friendly units within the area of effect for 1 turn<br />Attacks gain a solid bonus to crit chance, but break stealth<br />Does not affect enemies, panicked units or units with the Concealment perk||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]<br />[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||60||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(45)||15 [[Alien Artifacts (Long War)#Aliens|Seeker Wrecks]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60||<br />
|}<br />
<br />
==MEC and SHIV equipment==<br />
===MEC equipment===<br />
One of the main features of Long War is the versatility of mechanized units. Not only do you have eight different classes of MEC troopers at your disposal, you also have the option to fully kit them with items that can supplement or completely change their role on the battlefield. Note that none of these items can be equipped more than once, but MEC troopers can also equip several of the items listed above for regular soldiers.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Crit chance (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Holo Targeter Long War.png|128px|link=Equipment (Long War)#MEC equipment|Holo-Targeter]]<br />'''[[Equipment (Long War)#MEC equipment|Holo-Targeter]]'''||MEC troopers<br />SHIV units||-1|| || ||+4|| ||{{ Holo-Targeting (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Drone Autopsy]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Core Armoring Long War.png|128px|link=Equipment (Long War)#MEC equipment|Core Armoring]]<br />'''[[Equipment (Long War)#MEC equipment|Core Armoring]]'''||MEC troopers<br />SHIV units||-1||+2|| || || ||{{ Resilience (Long War) }}|| ||[[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]<br />'''[[Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]'''||MEC troopers<br />SHIV units||-2||+4|| || || || || ||[[Foundry (Long War)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||28<br />
|-align="center"<br />
|[[File:Battle Computer Long War.png|128px|link=Equipment (Long War)#MEC equipment|Battle Computer]]<br />'''[[Equipment (Long War)#MEC equipment|Battle Computer]]'''||MEC troopers<br />SHIV units||-1|| ||+8||+8||+8|| || ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(38)||1 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|12&nbsp;days<br />(6.0&nbsp;days)||100<br />
|-align="center"<br />
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (Long War)#MEC equipment|Tactical Sensors]]<br />'''[[Equipment (Long War)#MEC equipment|Tactical Sensors]]'''||MEC troopers||-1|| || || || ||{{ Tactical Sense (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|75<br />(112)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(13)||1 [[Alien Artifacts (Long War)#Alien devices|UFO Flight Computer]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||30<br />
|-align="center"<br />
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (Long War)#MEC equipment|Incinerator Module]]<br />'''[[Equipment (Long War)#MEC equipment|Incinerator Module]]'''||MEC troopers||-1|| || || || || ||Increases [[Equipment_(Long_War)#MEC_equipment|Flamethrower]] damage by 3||[[Research (Long War)#Xenology|Alien Biocybernetics]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|Jellied Elerium]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|90<br />(135)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|10<br />(14)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||36<br />
|-align="center"<br />
|[[File:The Thumper Long War.png|128px|link=Equipment (Long War)#MEC equipment|The Thumper]]<br />'''[[Equipment (Long War)#MEC equipment|The Thumper]]'''||MEC troopers||-1|| || || || || ||Increases [[Equipment_(Long_War)#MEC_equipment|Kinetic Strike Module]] damage by 3||[[Research (Long War)#Armor, MECs, and SHIVs|Antigrav Systems]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|2<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||28<br />
|}<br />
<br />
===SHIV modules===<br />
While SHIVs cannot go up in rank, and thus cannot earn any perks, they can equip a varied amount of modules that grant different perks, allowing them to fill in for whichever role you need them to. Note that none of these items can be equipped more than once, but SHIV units can also equip several of the items listed above for regular soldiers and MEC troopers.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Usable by (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (Long War)#SHIV modules|HEAT Ammo]]<br />'''[[Equipment (Long War)#SHIV modules|HEAT Ammo]]'''||SHIV units||-1|| ||{{ HEAT Ammo (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|6<br />(9)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|5&nbsp;days<br />(2.5&nbsp;days)||12<br />
|-align="center"<br />
|[[File:Autoloader Long War.png|128px|link=Equipment (Long War)#SHIV modules|Advanced Suppression Module]]<br />'''[[Equipment (Long War)#SHIV modules|Advanced Suppression Module]]'''||SHIV units||-1|| ||{{ Danger Zone (Long War) }}|| ||[[Foundry (Long War)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14<br />
|-align="center"<br />
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]<br />'''[[Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]'''||SHIV units||-1|| ||{{ Advanced Fire Control (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|40<br />(60)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||16<br />
|-align="center"<br />
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Smartshell Pod]]<br />'''[[Equipment (Long War)#SHIV modules|Smartshell Pod]]'''||SHIV units||-1||+4||{{ Flush (Long War) }}|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|25<br />(37)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||10<br />
|-align="center"<br />
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Damage Control Pod]]<br />'''[[Equipment (Long War)#SHIV modules|Damage Control Pod]]'''||SHIV units||-1|| ||{{ Damage Control (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Heavy Floater Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|20<br />(23)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||20<br />
|-align="center"<br />
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (Long War)#SHIV modules|AutoSentry Turret]]<br />'''[[Equipment (Long War)#SHIV modules|AutoSentry Turret]]'''||SHIV units||-1|| ||{{ Sentinel (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24<br />
|-align="center"<br />
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (Long War)#SHIV modules|Weapon Supercooler]]<br />'''[[Equipment (Long War)#SHIV modules|Weapon Supercooler]]'''||SHIV units||-1|| ||{{ Light Em Up (Long War) }}|| ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]||55||title="Cost in Credits&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|10<br />(15)||title="Cost in Elerium&#10;(Cost when building quickly)"|5<br />(7)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||48<br />
|-align="center"<br />
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (Long War)#SHIV modules|Elerium Turbos]]<br />'''[[Equipment (Long War)#SHIV modules|Elerium Turbos]]'''||SHIV units||+2|| || || ||[[Research (Long War)#Materials and Aerospace|Elerium]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|12<br />(18)||title="Cost in Elerium&#10;(Cost when building quickly)"|16<br />(24)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||12<br />
|}<br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Loadout (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Armor_(Long_War)&diff=88601Armor (Long War)2018-11-27T10:06:23Z<p>Neverim: /* Soldier armor */ ссылку добавил</p>
<hr />
<div>[[File: Soldiers_Armors_Long_War.png|left|192px|]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
Suits of armor now also provide new features, such as [[Damage Reduction (Long War)|damage reduction]] or granting specific perks.<br />
<br />
[[Damage Reduction (Long War)|Damage reduction]] indicates the average amount of damage absorbed from incoming attacks. For example, a damage reduction of 0.3 has a 30% chance to absorb 1 point of damage. Multiple sources of damage reduction (such as perks, items and cover) stack.<br />
<br />
Resistance to acid prevents soldiers from receiving mobility penalties from acid, and from taking damage when performing any move other than hunker down. The soldiers still take penalties to aim and [[Damage Reduction (Long War)|damage reduction]], and still suffer reduced range on rockets and thrown devices.<br />
<br />
Armors and exoskeletons can be built in Engineering. They can also be built quickly, which increases the Credits, Alien Alloys, Elerium and Meld costs, but halves the build time. The values between parentheses indicate the costs and time when building these items quickly.<br />
<br />
Armors have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the armor to become damaged. If a soldier was reduced to 0 health, there's a 95% chance for the armor to become damaged. The actual chance scales with the health damage taken. Armor damage does cause the armor to become damaged. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.<br />
<br />
==Soldier armor==<br />
Long War nearly doubles the amount of available suits of armor, using the Gene Mod (sleeveless) versions of the original suits of armor for the new suits of armor. Gene Mods no longer affect the looks of a soldier's armor.<br />
<br />
Most technology levels provide access to two different suits of Armor, one tailored towards Mobility (Tac Vest, Kestrel, Banshee, Corsair, Seraph) and the other tailored towards Survival (Tac Armor, Carapace, Aegis, Titan, Archangel).<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Damage reduction (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Equipment slots (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Chameleon Suit Long War.png|128px|link=Leather Jacket (Long War)|Leather Jacket]]<br />'''[[Leather Jacket (Long War)|Leather Jacket]]'''||+5|| || || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Restricted to covert operatives||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Tac vest Long War.png|128px|link=Tac Vest (Long War)|Tac Vest]]<br />'''[[Tac Vest (Long War)|Tac Vest]]'''||+3||+1|| || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Tac Armor Long War.png|128px|link=Tac Armor (Long War)|Tac Armor]]<br />'''[[Tac Armor (Long War)|Tac Armor]]'''||+1||+2|| || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Phalanx armor Long War.png|128px|link=Phalanx Armor (Long War)|Phalanx Armor]]<br />'''[[Phalanx Armor (Long War)|Phalanx Armor]]'''||+2||+3|| || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|35<br />(52)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)|| ||title="Duration in days&#10;(Duration when building quickly)"|7&nbsp;days<br />(3.5&nbsp;days)||14||<br />
|-align="center"<br />
|[[File:Aurora armor Long War.png|128px|link=Aurora Armor (Long War)|Aurora Armor]]<br />'''[[Aurora Armor (Long War)|Aurora Armor]]'''||+2||+4|| ||+8||+10||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Restricted to psionic soldiers||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]<br />[[Foundry (Long War)|Psi Warfare Systems]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|125<br />(187)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||1 [[Alien Artifacts (Long War)#Aliens|Sectoid Corpse]]||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||50||<br />
|-align="center"<br />
|[[File:Kestrel armor Long War.png|128px|link=Kestrel Armor (Long War)|Kestrel Armor]]<br />'''[[Kestrel Armor (Long War)|Kestrel Armor]]'''||+3||+2|| ||+4|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Advanced Body Armor]]||22||title="Cost in Credits&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|8<br />(12)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||20||<br />
|-align="center"<br />
|[[File:Carapace armor Long War .png|128px|link=Carapace Armor (Long War)|Carapace Armor]]<br />'''[[Carapace Armor (Long War)|Carapace Armor]]'''||+1||+5|| || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Advanced Body Armor]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|18<br />(27)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||32||<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Damage reduction (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Equipment slots (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Banshee armor Long War.png|128px|link=Banshee Armor (Long War)|Banshee Armor]]<br />'''[[Banshee Armor (Long War)|Banshee Armor]]'''||+4||+3|| ||+12|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]||40||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|36<br />(54)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||56||<br />
|-align="center"<br />
|[[File:Aegis armor Long War.png|128px|link=Aegis Armor (Long War)|Aegis Armor]]<br />'''[[Aegis Armor (Long War)|Aegis Armor]]'''||+2||+7|| || || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|140<br />(210)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|36<br />(54)||title="Cost in Elerium&#10;(Cost when building quickly)"|18<br />(27)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||56||<br />
|-align="center"<br />
|[[File:Corsair armor Long War.png|128px|link=Corsair Armor (Long War)|Corsair Armor]]<br />'''[[Corsair Armor (Long War)|Corsair Armor]]'''||+3||+6|| ||+8|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|50<br />(75)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(8)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||100||<br />
|-align="center"<br />
|[[File:Titan armor Long War.png|128px|link=Titan Armor (Long War)|Titan Armor]]<br />'''[[Titan Armor (Long War)|Titan Armor]]'''|| ||+12||0.5|| || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)||{{ Damage Control (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|8<br />(17)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120||[[Archangel Armor (Long War)|Archangel Armor]] (1)<br />
|-align="center"<br />
|[[File:Seraphim armor Long War.png|128px|link=Seraph Armor (Long War)|Seraph Armor]]<br />'''[[Seraph Armor (Long War)|Seraph Armor]]'''||+3||+5|| ||+8|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Supports flight mode (6 fuel)<br />Double fuel with the [[Foundry (Long War)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(9)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120||<br />
|-align="center"<br />
|[[File:Archangel armor Long War.png|128px|link=Archangel Armor (Long War)|Archangel Armor]]<br />'''[[Archangel Armor (Long War)|Archangel Armor]]'''||+1||+8||0.3|| || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire<br />Supports flight mode (6 fuel)<br />Double fuel with the [[Foundry (Long War)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(9)||1 [[Titan Armor (Long War)|Titan Armor]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120||<br />
|-align="center"<br />
|[[File:Shadow armor Long War.png|128px|link=Shadow Armor (Long War)|Shadow Armor]]<br />'''[[Shadow Armor (Long War)|Shadow Armor]]'''||+2||+4|| ||+16|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Includes grappling hook<br />Supports ghost mode||[[Research (Long War)#Armor and Exoskeletons|Stealth Systems]]||90||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|70<br />(105)||title="Cost in Meld&#10;(Cost when building quickly)"|40<br />(49)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120||<br />
|-align="center"<br />
|[[File:Vortex armor Long War.png|128px|link=Vortex Armor (Long War)|Vortex Armor]]<br />'''[[Vortex Armor (Long War)|Vortex Armor]]'''||+2||+8|| || ||+20||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Restricted to psionic soldiers<br />Can't become damaged<br />Eliminates post-mission fatigue<br />Required to activate the [[Gollop Chamber (Long War)|Gollop Chamber]]<br />Required for the [[Abilities_List_(Long_War)#Rift|Rift]] [[Psionic_(Long_War)|psionic ability]]||[[Research (Long War)#Armor and Exoskeletons|Mind and Machine]]||100||title="Cost in Credits&#10;(Cost when building quickly)"|1000<br />(1500)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(27)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||400||<br />
|}<br />
<br />
==MEC exoskeletons==<br />
In Long War, [[MEC Trooper (Long War)|MEC Troopers]] have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Damage reduction (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Will bonus (Long War)}}!!rowspan="2" {{Secondary weapons (Long War)}}!!rowspan="2" {{Equipment slots (Long War)}}!!rowspan="2" {{Bonus perk (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="6"|Cost!!rowspan="2" {{Sell value (Long War)}}!!rowspan="2" {{Required for combined (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Base Augments Long War.png|128px|link=Armor (Long War)#MEC exoskeletons|Base Augments]]<br />'''[[Armor (Long War)#MEC exoskeletons|Base Augments]]'''|| || || || || || || || ||Cannot be used during missions||colspan="8"|XCOM starts with an unlimited supply|| ||<br />
|-align="center"<br />
|[[File:Inv_Mec1.png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]'''||+3||+8||1.0||+8|| ||1||2||{{ Body Shield (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Xenology|Alien Biocybernetics]]||25||title="Cost in Credits&#10;(Cost when building quickly)"|150<br />(225)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Elerium&#10;(Cost when building quickly)"|30<br />(45)||title="Cost in Meld&#10;(Cost when building quickly)"|30<br />(35)|| ||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||60||[[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]] (1)<br />[[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]] (1)<br />
|-align="center"<br />
|[[File:Inv_Mec4 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]'''||+4||+12||1.5||+8|| ||2||2||{{ Body Shield (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Improved Combat Exoskeletons]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(72)||1 [[Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||160||[[Armor (Long War)#MEC exoskeletons|MEC-4 Dauntless]] (1)<br />[[Armor (Long War)#MEC exoskeletons|MEC-5 Devastator]] (1)<br />
|-align="center"<br />
|[[File:Inv_Mec2.png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]'''||+6||+10||1.0||+12|| ||2||2||{{ Jetboot Module (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Improved Combat Exoskeletons]]||50||title="Cost in Credits&#10;(Cost when building quickly)"|400<br />(600)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|60<br />(72)||1 [[Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||160||[[Armor (Long War)#MEC exoskeletons|MEC-6 Vanguard]] (1)<br />[[Armor (Long War)#MEC exoskeletons|MEC-7 Vindicator]] (1)<br />
|-align="center"<br />
|[[File:Inv_Mec3.png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-4 Dauntless]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-4 Dauntless]]'''||+5||+20||2.0||+12||+5||3||3||{{ Body Shield (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Heavy Combat Exoskeletons]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|90<br />(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]<br />1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||240||<br />
|-align="center"<br />
|[[File:Inv_Mec5 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-5 Devastator]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-5 Devastator]]'''||+2||+24||2.5||+8||+5||2||3||{{ Body Shield (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Heavy Combat Exoskeletons]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Elerium&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Meld&#10;(Cost when building quickly)"|90<br />(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]<br />1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||240||<br />
|-align="center"<br />
|[[File:Inv_Mec6 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-6 Vanguard]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-6 Vanguard]]'''||+10||+12||1.0||+20||+5||2||3||{{ Jetboot Module (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Mobile Combat Exoskeletons]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Meld&#10;(Cost when building quickly)"|90<br />(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]<br />1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||240||<br />
|-align="center"<br />
|[[File:Inv_Mec7 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-7 Vindicator]]<br />'''[[Armor (Long War)#MEC exoskeletons|MEC-7 Vindicator]]'''||+8||+16||1.5||+16||+5||3||3||{{ Jetboot Module (Long War) }}||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Mobile Combat Exoskeletons]]||75||title="Cost in Credits&#10;(Cost when building quickly)"|600<br />(900)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Elerium&#10;(Cost when building quickly)"|120<br />(180)||title="Cost in Meld&#10;(Cost when building quickly)"|90<br />(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]<br />1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||240||<br />
|}<br />
<br />
==SHIV units==<br />
[[S.H.I.V. (Long War)|SHIV units]], once destroyed, can be rebuilt in the [[Engineering (Long War)|Engineering Bay]]. This does not require a [[Repair Bay (Long War)|Repair Bay]].<br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" {{Damage reduction (Long War)}}!!rowspan="2" {{Defense bonus (Long War)}}!!rowspan="2" {{Aim bonus (Long War)}}!!rowspan="2" {{Equipment slots (Long War)}}!!rowspan="2" {{Special properties (Long War)}}!!colspan="2"|Prerequisites!!colspan="5"|Cost!!rowspan="2" {{Sell value (Long War)}}<br />
|-align="center"<br />
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Inv Shiv1.png|128px|link=S.H.I.V. (Long_War)|SHIV]]<br />'''[[S.H.I.V. (Long_War)|SHIV]]'''||17||8+2||1.5||12||70||3||Immune to strangulation<br />Negates mobility penalty and damage from acid<br />Negates the effects of fire|| ||15||title="Cost in Credits&#10;(Cost when building quickly)"|60<br />(90)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(3)||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||24<br />
|-align="center"<br />
|'''[[S.H.I.V. (Long_War)|Rebuild SHIV]]'''|| || || || || || || || || ||title="Cost in Credits&#10;(Cost when building quickly)"|20<br />(30)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(2)||title="Duration in days&#10;(Duration when building quickly)"|28&nbsp;days<br />(14.0&nbsp;days)|| <br />
|-align="center"<br />
|[[File:Inv Shiv2.png|128px|link=S.H.I.V. (Long_War)|Alloy SHIV]]<br />'''[[S.H.I.V. (Long_War)|Alloy SHIV]]'''||16||18+4||2.5||8||70||3||Immune to strangulation<br />Negates mobility penalty and damage from acid<br />Negates the effects of fire<br />Provides half cover for soldiers||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|250<br />(375)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|80<br />(120)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(8)||title="Duration in days&#10;(Duration when building quickly)"|15&nbsp;days<br />(7.5&nbsp;days)||100<br />
|-align="center"<br />
|'''[[S.H.I.V. (Long_War)|Rebuild Alloy SHIV]]'''|| || || || || || || ||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]||20||title="Cost in Credits&#10;(Cost when building quickly)"|80<br />(120)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|30<br />(45)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)||title="Duration in days&#10;(Duration when building quickly)"|75&nbsp;days<br />(37.5&nbsp;days)|| <br />
|-align="center"<br />
|[[File:Inv Shiv3.png|128px|link=S.H.I.V. (Long_War)|Hover SHIV]]<br />'''[[S.H.I.V. (Long_War)|Hover SHIV]]'''||19||14+2||2.0||12||70||3||Immune to strangulation<br />Negates mobility penalty and damage from acid<br />Negates the effects of fire<br />Supports flight mode (6 fuel)<br />Double fuel with the Advanced Flight foundry project||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||65||title="Cost in Credits&#10;(Cost when building quickly)"|300<br />(450)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|60<br />(90)||title="Cost in Elerium&#10;(Cost when building quickly)"|40<br />(60)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(9)||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||120<br />
|-align="center"<br />
|'''[[S.H.I.V. (Long_War)|Rebuild Hover SHIV]]'''|| || || || || || || ||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||30||title="Cost in Credits&#10;(Cost when building quickly)"|100<br />(150)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|24<br />(36)||title="Cost in Elerium&#10;(Cost when building quickly)"|20<br />(30)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(4)||title="Duration in days&#10;(Duration when building quickly)"|70&nbsp;days<br />(35.0&nbsp;days)|| <br />
|}<br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Loadout (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=88209Abilities List (Long War)2018-10-30T09:06:35Z<p>Neverim: /* Covering Fire */</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}<br />
___TOC___</div><br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]].<br />
<br />
==Normal Perks==<br />
===Absorption Fields===<br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]<br />
===Advanced Fire Control===<br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Aggression===<br />
{{Aggression (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Automated Threat Assessment===<br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Battle Scanner===<br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Body Shield===<br />
{{Body Shield (Long War)|align=left |text=1}}<br />
===Bombard===<br />
{{Bombard (Long War)|align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Bring Em On===<br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Close Combat Specialist===<br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Close Encounters===<br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]<br />
===Collateral Damage===<br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Combat Drugs===<br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Concealment===<br />
{{Concealment (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]]<br />
===Covering Fire===<br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Goliath_(Long_War)|Goliath]]<br />
<br />
===Damage Control===<br />
{{Damage Control (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
<br />
===Damn Good Ground===<br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Danger Zone===<br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]]<br />
<br />
===Deadeye===<br />
{{Deadeye (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Dense Smoke===<br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] <br />
===Disabling Shot===<br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Double Tap===<br />
{{Double Tap (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]<br />
===Executioner===<br />
{{Executioner (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Extra Conditioning===<br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]] <br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Field Medic===<br />
{{Field Medic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Field Surgeon===<br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Fire In The Hole===<br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Fire Rocket===<br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]<br />
===Flush===<br />
{{Flush (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Grenadier===<br />
{{Grenadier (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br />
<br />
===HEAT Ammo===<br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
<br />
===HEAT Warheads===<br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br />
<br />
===Hit And Run===<br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Holo-Targeting===<br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===In The Zone===<br />
{{In The Zone (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]<br />
===Javelin Rockets===<br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Jetboot Module===<br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
===Killer Instinct===<br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]]<br />
===Light Em Up===<br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]<br />
===Lightning Reflexes===<br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]<br />
===Lock N Load===<br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
<br />
===Lone Wolf===<br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Low Profile===<br />
{{Low Profile (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Mayhem===<br />
{{Mayhem (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]] <br />
===One For All===<br />
{{One For All (Long War) |align=left |text=1}}<br />
===Opportunist===<br />
{{Opportunist (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]],[[Gunner_(Long_War)|Gunner]],[[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Packmaster===<br />
{{Packmaster (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Paramedic===<br />
{{Paramedic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Platform Stability===<br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Precision Shot===<br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Ranger===<br />
{{Ranger (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
===Rapid Fire===<br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br />
===Rapid Reaction===<br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]<br />
===Reactive Targeting Sensors===<br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Ready For Anything===<br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Repair===<br />
{{Repair (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]<br />
===Repair Servos===<br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Resilience===<br />
{{Resilience (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]<br />
===Revive===<br />
{{Revive (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Run and Gun===<br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br />
===Sapper===<br />
{{Sapper (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br />
===Savior===<br />
{{Savior (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel===<br />
{{Sentinel (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel Module===<br />
{{Sentinel Module (Long War) |align=left |text=1}}<br />
===Sharpshooter===<br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Shock Absorbent Armor===<br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]<br />
===Shock And Awe===<br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Shredder Ammo===<br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]<br />
===Smoke And Mirrors===<br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Smoke Grenade===<br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Snapshot===<br />
{{Snapshot (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]<br />
===Sprinter===<br />
{{Sprinter (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Squadsight===<br />
{{Squadsight (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]<br />
===Steadfast===<br />
{{Steadfast (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Suppression===<br />
{{Suppression (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]]<br />
===Tactical Sense===<br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]<br />
===Tandem Warheads===<br />
{{Tandem Warheads (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Vital Point Targeting===<br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]] except Shogun<br />
===Will To Survive===<br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]<br />
<br />
==Alien Only Perks==<br />
===Acidic===<br />
{{Acidic (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br />
===Acid Spit===<br />
{{Acid Spit (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br />
===Alien Grenade===<br />
{{Alien Grenade (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Bull Rush===<br />
{{Bull Rush (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Bloodlust===<br />
{{Bloodlust (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Blood Call===<br />
{{Blood Call (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]]<br />
===Cluster Bomb===<br />
{{Cluster Bomb (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
===Death Blossom===<br />
{{Death Blossom (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Death Explosion===<br />
{{Death Explosion (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
===Flight===<br />
{{Flight (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]],<br />
[[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long War)#Cyberdisc|Cyberdisc]]<br />
===Gunslinger===<br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]<br />
===Hardened===<br />
{{Hardened (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]<br />
===Implant===<br />
{{Implant (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]<br />
===Intimidate===<br />
{{Intimidate (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Launch===<br />
{{Launch (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]]<br />
===Leap===<br />
{{Leap (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]<br />
===Melee===<br />
{{Melee |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Psi Drain===<br />
{{Psi Drain (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]<br />
===Psi Shield===<br />
{{Psi Shield (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]<br />
===Robotic===<br />
{{Robotic (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
===Strangle===<br />
{{Strangle (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]<br />
===Unlimited Cloak===<br />
{{Unlimited Cloak (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]<br />
<br />
==Gene Mods==<br />
''(See also: [[Gene_Mods_%28Long_War%29|Gene Mods]])''<br />
<br />
===Adaptive Bone Marrow===<br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
===Adrenal Neurosympathy===<br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
===Adrenaline Surge===<br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
===Bioelectric Skin===<br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
===Depth Perception===<br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
===Hyper-Reactive Pupils===<br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
===Iron Skin===<br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
===Muscle Fiber Density===<br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
===Neural Damping===<br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
===Regen Pheromones===<br />
{{Regen Pheromones (Long War) |align=left |text=1}}<br />
===Secondary Heart===<br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
===Smart Macrophages===<br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
==Officer Training==<br />
''(See also: [[Officers (Long War)|Officers]])''<br />
<br />
===Band Of Warriors===<br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
===Combined Arms===<br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
===Command===<br />
{{Command (Long War) |align=left |text=1}}<br />
===Esprit De Corps===<br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
===Fortiores Una===<br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
===Into The Breach===<br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
===Lead By Example===<br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
===Legio Patria Nostra===<br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
===So Others May Live===<br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
===So Shall You Fight===<br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
===Semper Vigilans===<br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
===Stay Frosty===<br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
===Distortion Field===<br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
===Mind Control===<br />
{{Mind Control (Long War) |align=left |text=1}}<br />
===Mind Merge===<br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
===Mindfray===<br />
{{Mindfray (Long War) |align=left |text=1}}<br />
===Neural Feedback===<br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
===Psi Inspiration===<br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
===Psi Panic===<br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
===Psychokinetic Strike===<br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
===Pyrokinesis===<br />
{{Pyrokinesis (Long War) |align=left |text=1}}<br />
===Regen Biofield===<br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
===Rift===<br />
{{Rift (Long War) |align=left |text=1}}<br />
===Telekinetic Field ===<br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
<br />
==Dev commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case.<br />
<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=88159Abilities List (Long War)2018-10-27T15:25:29Z<p>Neverim: /* Extra Conditioning */</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}<br />
___TOC___</div><br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]].<br />
<br />
==Normal Perks==<br />
===Absorption Fields===<br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]<br />
===Advanced Fire Control===<br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]<br />
===Aggression===<br />
{{Aggression (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Automated Threat Assessment===<br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Battle Scanner===<br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Body Shield===<br />
{{Body Shield (Long War)|align=left |text=1}}<br />
===Bombard===<br />
{{Bombard (Long War)|align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Bring Em On===<br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Close Combat Specialist===<br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Close Encounters===<br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]<br />
===Collateral Damage===<br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Combat Drugs===<br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Concealment===<br />
{{Concealment (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]]<br />
===Covering Fire===<br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Damage Control===<br />
{{Damage Control (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Damn Good Ground===<br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Danger Zone===<br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br />
===Deadeye===<br />
{{Deadeye (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Dense Smoke===<br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] <br />
===Disabling Shot===<br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Double Tap===<br />
{{Double Tap (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]<br />
===Executioner===<br />
{{Executioner (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]] <br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Extra Conditioning===<br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]] <br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Field Medic===<br />
{{Field Medic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Field Surgeon===<br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Fire In The Hole===<br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Fire Rocket===<br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]<br />
===Flush===<br />
{{Flush (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Grenadier===<br />
{{Grenadier (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]],<br />
===Gunslinger===<br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]<br />
<br />
===HEAT Ammo===<br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br />
===HEAT Warheads===<br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]] , [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Hit And Run===<br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Holo-Targeting===<br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===In The Zone===<br />
{{In The Zone (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]<br />
===Javelin Rockets===<br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Jetboot Module===<br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
===Killer Instinct===<br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]]<br />
===Light Em Up===<br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]<br />
<br />
===Lightning Reflexes===<br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Lock N Load===<br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
===Lone Wolf===<br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Low Profile===<br />
{{Low Profile (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Mayhem===<br />
{{Mayhem (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]] <br />
===One For All===<br />
{{One For All (Long War) |align=left |text=1}}<br />
===Opportunist===<br />
{{Opportunist (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]],[[Gunner_(Long_War)|Gunner]],[[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Packmaster===<br />
{{Packmaster (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Paramedic===<br />
{{Paramedic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Platform Stability===<br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Precision Shot===<br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Ranger===<br />
{{Ranger (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
===Rapid Fire===<br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br />
===Rapid Reaction===<br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]<br />
===Reactive Targeting Sensors===<br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Ready For Anything===<br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Repair===<br />
{{Repair (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]<br />
===Repair Servos===<br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Resilience===<br />
{{Resilience (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]<br />
===Revive===<br />
{{Revive (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Run and Gun===<br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br />
===Sapper===<br />
{{Sapper (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br />
===Savior===<br />
{{Savior (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel===<br />
{{Sentinel (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel Module===<br />
{{Sentinel Module (Long War) |align=left |text=1}}<br />
===Sharpshooter===<br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Shock Absorbent Armor===<br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Shock And Awe===<br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Shredder Ammo===<br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]<br />
===Smoke And Mirrors===<br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Smoke Grenade===<br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Snapshot===<br />
{{Snapshot (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]<br />
===Sprinter===<br />
{{Sprinter (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Squadsight===<br />
{{Squadsight (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Steadfast===<br />
{{Steadfast (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Suppression===<br />
{{Suppression (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Tactical Sense===<br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]<br />
===Tandem Warheads===<br />
{{Tandem Warheads (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Vital Point Targeting===<br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Will To Survive===<br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]<br />
<br />
==Alien Only Perks==<br />
===Acidic===<br />
{{Acidic (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br />
===Acid Spit===<br />
{{Acid Spit (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br />
===Alien Grenade===<br />
{{Alien Grenade (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Bull Rush===<br />
{{Bull Rush (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Bloodlust===<br />
{{Bloodlust (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Blood Call===<br />
{{Blood Call (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]]<br />
===Cluster Bomb===<br />
{{Cluster Bomb (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
===Death Blossom===<br />
{{Death Blossom (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Death Explosion===<br />
{{Death Explosion (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
===Flight===<br />
{{Flight (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]],<br />
[[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long War)#Cyberdisc|Cyberdisc]]<br />
===Hardened===<br />
{{Hardened (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]]<br />
===Implant===<br />
{{Implant (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]<br />
===Intimidate===<br />
{{Intimidate (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Launch===<br />
{{Launch (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]]<br />
===Leap===<br />
{{Leap (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]<br />
===Melee===<br />
{{Melee |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Psi Drain===<br />
{{Psi Drain (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]<br />
===Robotic===<br />
{{Robotic (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
<br />
===Strangle===<br />
{{Strangle (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]<br />
===Unlimited Cloak===<br />
{{Unlimited Cloak (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]<br />
<br />
==Gene Mods==<br />
''(See also: [[Gene_Mods_%28Long_War%29|Gene Mods]])''<br />
<br />
===Adaptive Bone Marrow===<br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
===Adrenal Neurosympathy===<br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
===Adrenaline Surge===<br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
===Bioelectric Skin===<br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
===Depth Perception===<br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
===Hyper-Reactive Pupils===<br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
===Iron Skin===<br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
===Muscle Fiber Density===<br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
===Neural Damping===<br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
===Regen Pheromones===<br />
{{Regen Pheromones (Long War) |align=left |text=1}}<br />
===Secondary Heart===<br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
===Smart Macrophages===<br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
==Officer Training==<br />
''(See also: [[Officers (Long War)|Officers]])''<br />
<br />
===Band Of Warriors===<br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
===Combined Arms===<br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
===Command===<br />
{{Command (Long War) |align=left |text=1}}<br />
===Esprit De Corps===<br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
===Fortiores Una===<br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
===Into The Breach===<br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
===Lead By Example===<br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
===Legio Patria Nostra===<br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
===So Others May Live===<br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
===So Shall You Fight===<br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
===Semper Vigilans===<br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
===Stay Frosty===<br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
===Distortion Field===<br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
===Mind Control===<br />
{{Mind Control (Long War) |align=left |text=1}}<br />
===Mind Merge===<br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
===Mindfray===<br />
{{Mindfray (Long War) |align=left |text=1}}<br />
===Neural Feedback===<br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
===Psi Inspiration===<br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
===Psi Panic===<br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
===Psi Shield===<br />
{{Psi Shield (Long War) |align=left |text=1}}<br />
===Psychokinetic Strike===<br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
===Pyrokinesis===<br />
{{Pyrokinesis (Long War) |align=left |text=1}}<br />
===Regen Biofield===<br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
===Rift===<br />
{{Rift (Long War) |align=left |text=1}}<br />
===Telekinetic Field ===<br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
<br />
==Dev commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case.<br />
<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=88158Abilities List (Long War)2018-10-27T15:19:22Z<p>Neverim: /* Light Em Up */</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}<br />
___TOC___</div><br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]].<br />
<br />
==Normal Perks==<br />
===Absorption Fields===<br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]<br />
===Advanced Fire Control===<br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]<br />
===Aggression===<br />
{{Aggression (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Automated Threat Assessment===<br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Battle Scanner===<br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Body Shield===<br />
{{Body Shield (Long War)|align=left |text=1}}<br />
===Bombard===<br />
{{Bombard (Long War)|align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Bring Em On===<br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Close Combat Specialist===<br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Close Encounters===<br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]<br />
===Collateral Damage===<br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Combat Drugs===<br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Concealment===<br />
{{Concealment (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]]<br />
===Covering Fire===<br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Damage Control===<br />
{{Damage Control (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Damn Good Ground===<br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Danger Zone===<br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br />
===Deadeye===<br />
{{Deadeye (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Dense Smoke===<br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] <br />
===Disabling Shot===<br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Double Tap===<br />
{{Double Tap (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]<br />
===Executioner===<br />
{{Executioner (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]] <br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Extra Conditioning===<br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] <br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Field Medic===<br />
{{Field Medic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Field Surgeon===<br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Fire In The Hole===<br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Fire Rocket===<br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]<br />
===Flush===<br />
{{Flush (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Grenadier===<br />
{{Grenadier (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]],<br />
===Gunslinger===<br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]<br />
<br />
===HEAT Ammo===<br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br />
===HEAT Warheads===<br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]] , [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Hit And Run===<br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Holo-Targeting===<br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===In The Zone===<br />
{{In The Zone (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]<br />
===Javelin Rockets===<br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Jetboot Module===<br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
===Killer Instinct===<br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]]<br />
===Light Em Up===<br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]<br />
<br />
===Lightning Reflexes===<br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Lock N Load===<br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
===Lone Wolf===<br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Low Profile===<br />
{{Low Profile (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Mayhem===<br />
{{Mayhem (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]] <br />
===One For All===<br />
{{One For All (Long War) |align=left |text=1}}<br />
===Opportunist===<br />
{{Opportunist (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]],[[Gunner_(Long_War)|Gunner]],[[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Packmaster===<br />
{{Packmaster (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Paramedic===<br />
{{Paramedic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Platform Stability===<br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Precision Shot===<br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Ranger===<br />
{{Ranger (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
===Rapid Fire===<br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br />
===Rapid Reaction===<br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]<br />
===Reactive Targeting Sensors===<br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Ready For Anything===<br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Repair===<br />
{{Repair (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]<br />
===Repair Servos===<br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Resilience===<br />
{{Resilience (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]<br />
===Revive===<br />
{{Revive (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Run and Gun===<br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br />
===Sapper===<br />
{{Sapper (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br />
===Savior===<br />
{{Savior (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel===<br />
{{Sentinel (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel Module===<br />
{{Sentinel Module (Long War) |align=left |text=1}}<br />
===Sharpshooter===<br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Shock Absorbent Armor===<br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Shock And Awe===<br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Shredder Ammo===<br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]<br />
===Smoke And Mirrors===<br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Smoke Grenade===<br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Snapshot===<br />
{{Snapshot (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]<br />
===Sprinter===<br />
{{Sprinter (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Squadsight===<br />
{{Squadsight (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Steadfast===<br />
{{Steadfast (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Suppression===<br />
{{Suppression (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Tactical Sense===<br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]<br />
===Tandem Warheads===<br />
{{Tandem Warheads (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Vital Point Targeting===<br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Will To Survive===<br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]<br />
<br />
==Alien Only Perks==<br />
===Acidic===<br />
{{Acidic (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br />
===Acid Spit===<br />
{{Acid Spit (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br />
===Alien Grenade===<br />
{{Alien Grenade (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Bull Rush===<br />
{{Bull Rush (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Bloodlust===<br />
{{Bloodlust (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Blood Call===<br />
{{Blood Call (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]]<br />
===Cluster Bomb===<br />
{{Cluster Bomb (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
===Death Blossom===<br />
{{Death Blossom (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Death Explosion===<br />
{{Death Explosion (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
===Flight===<br />
{{Flight (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]],<br />
[[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long War)#Cyberdisc|Cyberdisc]]<br />
===Hardened===<br />
{{Hardened (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]]<br />
===Implant===<br />
{{Implant (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]<br />
===Intimidate===<br />
{{Intimidate (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Launch===<br />
{{Launch (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]]<br />
===Leap===<br />
{{Leap (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]<br />
===Melee===<br />
{{Melee |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Psi Drain===<br />
{{Psi Drain (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]<br />
===Robotic===<br />
{{Robotic (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
<br />
===Strangle===<br />
{{Strangle (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]<br />
===Unlimited Cloak===<br />
{{Unlimited Cloak (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]<br />
<br />
==Gene Mods==<br />
''(See also: [[Gene_Mods_%28Long_War%29|Gene Mods]])''<br />
<br />
===Adaptive Bone Marrow===<br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
===Adrenal Neurosympathy===<br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
===Adrenaline Surge===<br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
===Bioelectric Skin===<br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
===Depth Perception===<br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
===Hyper-Reactive Pupils===<br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
===Iron Skin===<br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
===Muscle Fiber Density===<br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
===Neural Damping===<br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
===Regen Pheromones===<br />
{{Regen Pheromones (Long War) |align=left |text=1}}<br />
===Secondary Heart===<br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
===Smart Macrophages===<br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
==Officer Training==<br />
''(See also: [[Officers (Long War)|Officers]])''<br />
<br />
===Band Of Warriors===<br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
===Combined Arms===<br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
===Command===<br />
{{Command (Long War) |align=left |text=1}}<br />
===Esprit De Corps===<br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
===Fortiores Una===<br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
===Into The Breach===<br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
===Lead By Example===<br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
===Legio Patria Nostra===<br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
===So Others May Live===<br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
===So Shall You Fight===<br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
===Semper Vigilans===<br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
===Stay Frosty===<br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
===Distortion Field===<br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
===Mind Control===<br />
{{Mind Control (Long War) |align=left |text=1}}<br />
===Mind Merge===<br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
===Mindfray===<br />
{{Mindfray (Long War) |align=left |text=1}}<br />
===Neural Feedback===<br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
===Psi Inspiration===<br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
===Psi Panic===<br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
===Psi Shield===<br />
{{Psi Shield (Long War) |align=left |text=1}}<br />
===Psychokinetic Strike===<br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
===Pyrokinesis===<br />
{{Pyrokinesis (Long War) |align=left |text=1}}<br />
===Regen Biofield===<br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
===Rift===<br />
{{Rift (Long War) |align=left |text=1}}<br />
===Telekinetic Field ===<br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
<br />
==Dev commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case.<br />
<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=88154Abilities List (Long War)2018-10-27T15:03:28Z<p>Neverim: /* Gunslinger */ replaced with ranger perk by soldiers</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}<br />
___TOC___</div><br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]].<br />
<br />
==Normal Perks==<br />
===Absorption Fields===<br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]<br />
===Advanced Fire Control===<br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]<br />
===Aggression===<br />
{{Aggression (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Automated Threat Assessment===<br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Battle Scanner===<br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Body Shield===<br />
{{Body Shield (Long War)|align=left |text=1}}<br />
===Bombard===<br />
{{Bombard (Long War)|align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Bring Em On===<br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Close Combat Specialist===<br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Close Encounters===<br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]<br />
===Collateral Damage===<br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Combat Drugs===<br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Concealment===<br />
{{Concealment (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]]<br />
===Covering Fire===<br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Damage Control===<br />
{{Damage Control (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Damn Good Ground===<br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Danger Zone===<br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br />
===Deadeye===<br />
{{Deadeye (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Dense Smoke===<br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] <br />
===Disabling Shot===<br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Double Tap===<br />
{{Double Tap (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]<br />
===Executioner===<br />
{{Executioner (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]] <br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Extra Conditioning===<br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] <br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Field Medic===<br />
{{Field Medic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Field Surgeon===<br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Fire In The Hole===<br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Fire Rocket===<br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]<br />
===Flush===<br />
{{Flush (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Grenadier===<br />
{{Grenadier (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]],<br />
===Gunslinger===<br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]<br />
<br />
===HEAT Ammo===<br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br />
===HEAT Warheads===<br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]] , [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Hit And Run===<br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Holo-Targeting===<br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===In The Zone===<br />
{{In The Zone (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]<br />
===Javelin Rockets===<br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Jetboot Module===<br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
===Killer Instinct===<br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]]<br />
===Light Em Up===<br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]<br />
<br />
===Lightning Reflexes===<br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Lock N Load===<br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
===Lone Wolf===<br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Low Profile===<br />
{{Low Profile (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Mayhem===<br />
{{Mayhem (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]] <br />
===One For All===<br />
{{One For All (Long War) |align=left |text=1}}<br />
===Opportunist===<br />
{{Opportunist (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]],[[Gunner_(Long_War)|Gunner]],[[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
<br />
===Packmaster===<br />
{{Packmaster (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Paramedic===<br />
{{Paramedic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Platform Stability===<br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Precision Shot===<br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Ranger===<br />
{{Ranger (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
===Rapid Fire===<br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br />
===Rapid Reaction===<br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]<br />
===Reactive Targeting Sensors===<br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Ready For Anything===<br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Repair===<br />
{{Repair (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]]<br />
===Repair Servos===<br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Resilience===<br />
{{Resilience (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]<br />
===Revive===<br />
{{Revive (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Run and Gun===<br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br />
===Sapper===<br />
{{Sapper (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br />
===Savior===<br />
{{Savior (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel===<br />
{{Sentinel (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel Module===<br />
{{Sentinel Module (Long War) |align=left |text=1}}<br />
===Sharpshooter===<br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Shock Absorbent Armor===<br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Shock And Awe===<br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Shredder Ammo===<br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]<br />
===Smoke And Mirrors===<br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Smoke Grenade===<br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Snapshot===<br />
{{Snapshot (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]<br />
===Sprinter===<br />
{{Sprinter (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Squadsight===<br />
{{Squadsight (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Steadfast===<br />
{{Steadfast (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Suppression===<br />
{{Suppression (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Tactical Sense===<br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]<br />
===Tandem Warheads===<br />
{{Tandem Warheads (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]]<br><br />
Can be randomly switched with other perks by Training Roulette.<br />
===Vital Point Targeting===<br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Will To Survive===<br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]<br />
<br />
==Alien Only Perks==<br />
===Acidic===<br />
{{Acidic (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br />
===Acid Spit===<br />
{{Acid Spit (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]]<br />
===Alien Grenade===<br />
{{Alien Grenade (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Muton Elite|Muton Elite]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Bull Rush===<br />
{{Bull Rush (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Bloodlust===<br />
{{Bloodlust (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Blood Call===<br />
{{Blood Call (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]]<br />
===Cluster Bomb===<br />
{{Cluster Bomb (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
===Death Blossom===<br />
{{Death Blossom (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Death Explosion===<br />
{{Death Explosion (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
===Flight===<br />
{{Flight (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]],<br />
[[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long War)#Cyberdisc|Cyberdisc]]<br />
===Hardened===<br />
{{Hardened (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]]<br />
===Implant===<br />
{{Implant (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]<br />
===Intimidate===<br />
{{Intimidate (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Launch===<br />
{{Launch (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy Floater|Heavy Floater]]<br />
===Leap===<br />
{{Leap (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Thin Man|Thin Man]], [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]]<br />
===Melee===<br />
{{Melee |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalid]], [[Alien_Life_Forms_(Long_War)#Zombie|Zombie]], [[Alien_Life_Forms_(Long_War)#Berserker|Berserker]]<br />
===Psi Drain===<br />
{{Psi Drain (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]], [[Alien_Life_Forms_(Long_War)#Uber Ethereal|Uber Ethereal]]<br />
===Robotic===<br />
{{Robotic (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]]<br />
<br />
===Strangle===<br />
{{Strangle (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]<br />
===Unlimited Cloak===<br />
{{Unlimited Cloak (Long War) |align=left |text=1}}<br />
Available for: [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]]<br />
<br />
==Gene Mods==<br />
''(See also: [[Gene_Mods_%28Long_War%29|Gene Mods]])''<br />
<br />
===Adaptive Bone Marrow===<br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
===Adrenal Neurosympathy===<br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
===Adrenaline Surge===<br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
===Bioelectric Skin===<br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
===Depth Perception===<br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
===Hyper-Reactive Pupils===<br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
===Iron Skin===<br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
===Muscle Fiber Density===<br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
===Neural Damping===<br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
===Regen Pheromones===<br />
{{Regen Pheromones (Long War) |align=left |text=1}}<br />
===Secondary Heart===<br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
===Smart Macrophages===<br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
==Officer Training==<br />
''(See also: [[Officers (Long War)|Officers]])''<br />
<br />
===Band Of Warriors===<br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
===Combined Arms===<br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
===Command===<br />
{{Command (Long War) |align=left |text=1}}<br />
===Esprit De Corps===<br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
===Fortiores Una===<br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
===Into The Breach===<br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
===Lead By Example===<br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
===Legio Patria Nostra===<br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
===So Others May Live===<br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
===So Shall You Fight===<br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
===Semper Vigilans===<br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
===Stay Frosty===<br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
===Distortion Field===<br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
===Mind Control===<br />
{{Mind Control (Long War) |align=left |text=1}}<br />
===Mind Merge===<br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
===Mindfray===<br />
{{Mindfray (Long War) |align=left |text=1}}<br />
===Neural Feedback===<br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
===Psi Inspiration===<br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
===Psi Panic===<br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
===Psi Shield===<br />
{{Psi Shield (Long War) |align=left |text=1}}<br />
===Psychokinetic Strike===<br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
===Pyrokinesis===<br />
{{Pyrokinesis (Long War) |align=left |text=1}}<br />
===Regen Biofield===<br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
===Rift===<br />
{{Rift (Long War) |align=left |text=1}}<br />
===Telekinetic Field ===<br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
<br />
==Dev commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case.<br />
<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=The_Council_(Long_War)&diff=87842The Council (Long War)2018-09-07T21:45:46Z<p>Neverim: /* Country starting bonuses */</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
[[File: ShadowSpeeker.png|left|256px]]<br />
<br />
In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.<br />
<br />
On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.<br />
<br />
==Bonuses==<br />
===Continent-wide bonuses===<br />
{| class="wikitable" | style="text-align:centre;"<br />
!colspan="3" | Continent-wide bonuses <br />
|-<br />
! Continent !! | Name !! | Effect <br />
|-style="text-align:center;"<br />
| <b>North America </b> || Air Superiority|| Aircraft and aircraft weapons cost 25% less to purchase and maintain.<br />
|-style="text-align:center;"<br />
| <b>South America </b> || Power to the People || Power facilities cost 30% less to build and maintain. <br />
|-style="text-align:center;"<br />
| <b>Asia </b> || New Warfare|| Foundry projects have cash, alloy and elerium cost reduced by 25% percent. <br />
|-style="text-align:center;"<br />
| <b>Africa </b> || Architects of the Future || Laboratories and Workshops cost 30% less to build and maintain.<br />
|-style="text-align:center;"<br />
| <b>Europe </b> || Wealth of Nations|| Monthly XCOM funding increased by 20%.<br />
|-<br />
|}<br />
<br />
*Unlike the vanilla game, in Long War you no longer acquire your starting continent's bonus from the start. To acquire any bonus you require full satellite coverage of said continent.<br />
<br />
===Country starting bonuses===<br />
Since beta 15, the XCOM newly commissioned commander can choose the country where the primary base will be built. This choice entails a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country. Currently most starting countries have 2 or more starting bonuses to choose from, giving you a wider replayability for future campaigns. <br />
<br />
If you do not want to have a special starting bonus, you can choose <i>On Our Own</i> available for some starting countries (the richest one on each continent).<br />
<br />
{| class="wikitable sortable" | style="text-align:centre;"<br />
!colspan="4" | Country starting bonuses <br />
|-<br />
! Country !! | Continent !! | Name !! | Effect <br />
|-style="text-align:center;"<br />
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]<b>Argentina </b> || South America|| Patriae Semper Vigilis|| All soldiers receive +5 will. <br />
|-style="text-align:center;"<br />
| [[Image: Flag of Australia.png|center|64x32px|Australia]]<b>Australia </b> || Asia || Per Ardua Ad Astra|| All soldiers receive +5 ability points for stat rolls upon recruitment.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]<b>Brazil</b> || South America|| Jungle Scouts|| Early armors (Tac Vest and Tac, Kestrel, Phalanx and Aurora Armors) receive an additional small item slot until Tactical Rigging is developed.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]<b>Brazil</b> || South America|| Expertise|| +15% bonus to research credits from interrogations.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]<b>Brazil</b> || South America|| On Our Own|| No unique bonus.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Canada.png|center|64x32px|Canada]]<b>Canada</b> || North America|| Advanced Preparations|| XCOM HQ starts with a Laboratory and Workshop already built.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Canada.png|center|64x32px|Canada]]<b>Canada</b> || North America|| Cadre || Start with four corporals in the barracks, one of each supraclass.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of China.png|center|64x32px|China]]<b>China</b> || Asia|| Wei Renmin Fuwu|| Start with a Workshop and Repair Bay already built.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of China.png|center|64x32px|China]]<b>China</b> || Asia|| Xenological Remedies|| 100% bonus cash from alien corpse and wreck sales.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of China.png|center|64x32px|China]]<b>China</b> || Asia|| Deus Ex|| 50% reduction in Gene Mods' Meld and cash cost and modification time.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]<b>Egypt </b> || Africa|| Gift of Osiris|| Fatigue from Psi-powers, Gene Mods. and Officer ranks reduced by 50%.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]<b>Egypt </b> || Africa|| For the Sake of Glory|| Start with Advanced Repair foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of France.png|center|64x32px|France]]<b>France</b> || Europe|| Quai d'Orsay|| Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and intel scans cost 40% less.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of France.png|center|64x32px|France]]<b>France</b> || Europe|| Foreign Legion|| Start with 20 additional soldiers in the barracks.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe|| Skunkworks|| XCOM HQ starts with the Foundry already built.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe|| Baumeister|| Facility construction time reduced by 33%.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe|| NeoPanzers|| 50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe|| On Our Own|| No unique bonus.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of India.png|center|64x32px|India]]<b>India</b> || Asia|| Jai Jawan|| Start with 2 additional interceptors in your home base and Elerium Afterburners foundry project, granting extended interception time.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia|| Ring of Fire|| XCOM HQ has 3 additional Steam Vents.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia|| Ghost In the Machine|| SHIVs receive +10 aim, and you start the campaign with two SHIVs in the barracks.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia|| Kiryu-Kai Commander|| Start with a Master Sergeant of a random class on your roster.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia|| Robotics|| +5 bonus aim for new SHIVs and MEC troopers.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia|| On Our Own|| No unique bonus.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]<b>Mexico</b> || North America|| Wealthy Benefactor|| Start with 500 bonus cash.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]<b>Mexico</b> || North America|| Ancient Artifact|| Start the campaign with an Illuminator Gunsight small item.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]<b>Mexico</b> || North America|| Legacy of Uxmal|| 20% bonus to psionic training chances.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]<b>Nigeria</b> || Africa|| Pax Nigeriana|| All soldiers receive +1 mobility.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]<b>Nigeria</b> || Africa|| The Old Path|| 50% reduction in psi training time.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]<b>Nigeria</b> || Africa|| On Our Own|| No unique bonus.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Russia.png|center|64x32px|Russia]]<b>Russia</b> || Europe|| Sukhoi Company|| Start with Improved Avionics foundry project, granting +10% to hit during air combat.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Russia.png|center|64x32px|Russia]]<b>Russia</b> || Europe|| Roscosmos|| Start with an additional satellite uplink, and all satellites cost 50% less to build.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]<b>South Africa</b> || Africa|| Resourceful|| Start with Alien Metallurgy and Advanced Salvage foundry projects (bonus alloys and weapon fragments).<br />
|-style="text-align:center;"<br />
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]<b>South Africa</b> || Africa|| Survival Training|| All soldiers receive +1 hit point.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]<b>United Kingdom</b> || Europe|| Special Air Service|| All soldiers receive +3 aim.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]<b>United Kingdom</b> || Europe|| Their Finest Hour|| Start with Penetrator Weapons foundry project, granting interceptor weapons increased armor piercing capabilities.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]<b>United Kingdom</b> || Europe|| Sandhurst|| 33% reduction in ranks required to unlock Officer Training School projects.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America|| Special Warfare School|| Officer Training School Projects cost 90% less.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America|| Cheyenne Mountain|| XCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America|| We Have Ways|| 75% reduction in time to complete autopsies and interrogations.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America|| On Our Own|| No unique bonus.<br />
|-<br />
|}<br />
<br />
===Country satellite bonuses===<br />
These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have an identical effect with one of the starting bonuses for that country, but with lesser effects.<br />
<br />
{| class="wikitable sortable" | style="align:centre;"<br />
!colspan="5" | Country satellite bonuses <br />
|-<br />
! Country !! | Continent !! New staff member per month !! | Name !! | Effect <br />
|-style="text-align:center;"<br />
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]<b>Argentina </b> || South America|| +1 Engineer || Bounties|| 20% bonus cash from abductions. <br />
|-style="text-align:center;"<br />
| [[Image: Flag of Australia.png|center|64x32px|Australia]]<b>Australia </b> || Asia || +1 Engineer || Army of the Southern Cross|| +2 bonus aim for newly promoted Gunner and Rocketeer soldiers.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]<b>Brazil</b> || South America|| +1 Scientist || Expertise|| +10% bonus to research credits from interrogations.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Canada.png|center|64x32px|Canada]]<b>Canada</b> || North America|| +1 Scientist || Task Force Arrowhead|| +2 bonus will for new Engineer and Medic soldiers.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of China.png|center|64x32px|China]]<b>China</b> || Asia|| +1 Engineer || Xenological Remedies|| 34% bonus cash from alien corpse and wreck sales.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]<b>Egypt </b> || Africa|| +1 Engineer || Call to Arms|| 25% reduction in fatigue from Gene Mods.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of France.png|center|64x32px|France]]<b>France</b> || Europe|| +1 Scientist || Cyberware||20% reduction in meld required for MEC primary weapons and tactical subsystems.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Germany.png|center|64x32px|Germany]]<b>Germany</b> || Europe|| +1 Engineer || NeoPanzers|| 15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of India.png|center|64x32px|India]]<b>India</b> || Asia|| +1 Engineer || Jai Vidwan|| +5% research bonus for each lab adjacency.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Japan.png|center|64x32px|Japan]]<b>Japan</b> || Asia|| +1 Scientist || Robotics|| +2 bonus aim for new SHIVs and MEC troopers.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]<b>Mexico</b> || North America|| +1 Engineer || Legacy of Uxmal|| 10% bonus to psionic training chances.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]<b>Nigeria</b> || Africa|| +1 Scientist || The Old Path|| 20% reduction in psi training time.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of Russia.png|center|64x32px|Russia]]<b>Russia</b> || Europe|| +1 Scientist || Spetznaz|| +1 bonus HP for new Infantry and Assault soldiers.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]<b>South Africa</b> || Africa|| +1 Scientist || 1st Recce|| +2 bonus defense for newly promoted snipers and scouts.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]<b>United Kingdom</b> || Europe|| +1 Scientist || Cadre|| 15% reduction in ranks required to unlock Officer Training School projects.<br />
|-style="text-align:center;"<br />
| [[Image: Flag of USA.png|center|64x32px|United States]]<b>United States</b> || North America|| +1 Scientist || We Have Ways|| 25% reduction in time to complete autopsies and interrogations.<br />
<br />
|-<br />
|}<br />
<br />
==Council interaction with XCOM==<br />
[[Panic (Long War)|Panic]] works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount missions to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won't increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult.<br />
<br />
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens' influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country's panic level. It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country.<br />
<br />
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM. Conversely, aliens with high resources can expend them to send overseer ships into countries following a scout and transport ship mission, taking the country instantly.<br />
<br />
===Funding===<br />
{| class="wikitable"<br />
!colspan="5" | Country Funding by Continent<br />
|- <br />
! North America !! South America !! Africa !! Europe !! Asia<br />
|- style="vertical-align:top;"<br />
|<br />
*United States: §160<br />
*Canada: §90<br />
*Mexico: §80<br />
|<br />
*Argentina: §70<br />
*Brazil: §100<br />
|<br />
*Egypt: §80<br />
*South Africa: §70<br />
*Nigeria: §80<br />
|<br />
*United Kingdom: §110<br />
*Russia: §100<br />
*France: §120<br />
*Germany: §140<br />
|<br />
*China: §130<br />
*Japan: §150<br />
*India: §100<br />
*Australia: §80<br />
|}<br />
<br />
{| class="wikitable" | style="text-align:center;"<br />
!colspan="4" | Funding Without Satellite <br />
|- <br />
! Normal !! | Classic !! | Brutal !! | Impossible<br />
|-<br />
| 50% || 40% || 33% || 25%<br />
|-<br />
|}<br />
<br />
==See also==<br />
* [[Gray Market (Long War)|Gray Market]]<br />
* [[Panic (Long War)|Panic]]<br />
<br />
[[Category: Long War]]<br />
[[Category: Situation Room (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&diff=87568MEC Trooper (Long War)2018-08-18T22:13:52Z<p>Neverim: /* Stat Progression Health {{Health (Long War)}} */</p>
<hr />
<div>[[File: Bellator_in_Machina_blue.png|left|192px|]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
The '''[[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]]''' troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECs. <br />
<br />
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.<br />
<br />
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers or Psionics, are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a Corporal will become a Lance Corporal MEC).<br />
<br />
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class "inherits" traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.<br />
<br />
One fundamental (and massive) change to the MEC classes is that '''[[Abilities List (Long War)#One For All|One for All]]''' is now the 'base ability' for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as '''[[Abilities List (Long War)#Light Em Up|Light 'Em Up]]''' for Valkyries) that helps define their role along with their unique perk tree and stat progression.<br />
<br />
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from Fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or Fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.<br />
<br />
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like '''[[Abilities List (Long War)#Mindfray|Mindfray]]''' as a result.<br />
<br />
==MEC Suits==<br />
===[[Armor (Long War)#MEC exoskeletons|Armor]]===<br />
Long War provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.<br />
<br />
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.<br />
<br />
===Weapons===<br />
[[Primary Weapons (Long War)#MEC primary weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.<br />
<br />
[[Secondary Weapons (Long War)#MEC secondary weapons|Secondary Weapons]] include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the ''same'' Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mist.<br />
<br />
All MEC soldiers also get the '''[[Abilities List (Long War)#Combined Arms|Combined Arms]]''' perk, ignoring 1 point of the enemy DR.<br />
<br />
===[[Equipment (Long War)#MEC equipment|Equipment]]===<br />
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.<br />
<br />
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator.<br />
<br />
==General Usage==<br />
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as Combined Arms and One For All.<br />
<br />
Due to the MEC's variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.<br />
<br />
With a high base HP and somewhat high damage reduction, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton Elites, Mechtoids or the ever annoying Sectopods. Their maximum health can be boosted by items and Foundry projects, increasing their durability significantly. Classes such as the Goliath also compliment the MEC's "Tank" role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction.<br />
<br />
==MEC Classes==<br />
A good rule of thumb when choosing which soldiers to convert into MEC Troopers is that the MEC class will, in most cases, behave like the soldier's original class. This means that a Soldier can perform the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Shogun, allow for more tactical diversity, while others can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out what sort of MEC you would want for your specific team.<br />
<br />
===Jaeger===<br />
[[File: Class Jaeger (Long War).png|left|32px]] {{In The Zone (Long War)|align=justify}}<br />
The '''[[Jaeger (Long War)|Jaeger]]''' is created from the [[Sniper (Long War)|Sniper Class]]. <br />
Jaegers excel at delivering highly accurate fire at extended range, potentially emptying their entire magazine with '''[[Abilities List (Long War)#Light Em Up|In The Zone]]''', destroying many weakened opponents. They pay for this offensive power by being the most fragile of the MEC classes.<br />
<br />
===Pathfinder===<br />
[[File: Class Pathfinder (Long War).png|left|32px]] {{Hit And Run (Long War)|align=justify}}<br />
The '''[[Pathfinder (Long War)|Pathfinder]]''' is created from the [[Scout (Long War)|Scout Class]]. <br />
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the '''[[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]''' perk.<br />
<br />
===Valkyrie===<br />
[[File: Class Valkyrie (Long War).png|left|32px]] {{Light Em Up (Long War)|align=justify}}<br />
The '''[[Valkyrie (Long War)|Valkyrie]]''' is created from the [[Infantry (Long War)|Infantry Class]]. <br />
Valkyries focus on making maximum use of the MEC's main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with '''[[Abilities List (Long War)#Rapid Reaction|Rapid Reaction]]''' and ''Light 'Em Up''. Valkyries also have access to '''[[Abilities List (Long War)#Lock N Load|Lock N' Load]]''', allowing them to keep up with their ammo consumption.<br />
<br />
===Marauder===<br />
[[File: Class Marauder (Long War).png|left|32px]] {{Close Encounters (Long War)|align=justify}}<br />
The '''[[Marauder (Long War)|Marauder]]''' is created from the [[Assault (Long War)|Assault Class]]. <br />
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive '''[[Abilities List (Long War)#Run and Gun|Run and Gun]]'''. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.<br />
<br />
===Goliath===<br />
[[File: Class Goliath (Long War).png|left|32px]] {{Absorption Fields (Long War)|align=justify}}<br />
The '''[[Goliath (Long War)|Goliath]]''' is created from the [[Gunner (Long War)|Gunner Class]]. <br />
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the tanking role mentioned above. Goliaths can also utilize '''[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]''', increasing their main-gun firepower against mechanical enemies.<br />
<br />
===Archer===<br />
[[File: Class Archer (Long War).png|left|32px]] {{Bombard (Long War)|align=justify}}<br />
The '''[[Archer (Long War)|Archer]]''' is created from the [[Rocketeer (Long War)|Rocketeer Class]]. <br />
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren't as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With '''[[Abilities List (Long War)#Packmaster|Packmaster]]''', an Archer can bring a lot of powerful munitions to the fight.<br />
<br />
===Guardian===<br />
[[File: Class Guardian (Long War).png|left|32px]] {{Opportunist (Long War)|align=justify}}<br />
The '''[[Guardian (Long War)|Guardian]]''' is created from the [[Medic (Long War)|Medic Class]]. <br />
The highly-mobile Guardian's upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having '''[[Abilities List (Long War)#Opportunist|Opportunist]]''' as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.<br />
<br />
===Shogun===<br />
[[File: Class Shogun (Long War).png|left|32px]] {{Collateral Damage (Long War)|align=justify}}<br />
The '''[[Shogun (Long War)|Shogun]]''' is created from the [[Engineer (Long War)|Engineer Class]]. Shoguns excels at battlefield control by deploying mines and using the '''[[Abilities List (Long War)#Sapper|Sapper]]''' and '''[[Abilities List (Long War)#Collateral Damage|Collateral Damage]]''' skills to destroy enemy cover. They can also excel in an anti-armor role, as they can receive both '''[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]''' and '''[[Abilities List (Long War)#HEAT Warheads|HEAT Warheads]]''', making all of their weapons especially effective against robotic opponents.<br />
== Stat Progression Health {{Health (Long War)}} == <br />
{| class="wikitable" <br />
!Rank!![[Jaeger_(Long_War)|Jaeger]]||[[Pathfinder_(Long_War)|Pathfinder]]!![[Valkyrie_(Long_War)|Valkyrie]]!![[Marauder_(Long_War)|Marauder]]!![[Goliath_(Long_War)|Goliath]]!![[Archer_(Long_War)|Archer]]!![[Guardian_(Long_War)|Guardian]]!![[Shogun_(Long_War)|Shogun]]<br />
|-<br />
|Specialist || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1<br />
|-<br />
|Lance Corporal || 0 || 0 || 0 || 0 || 1 || 0 || 0 || 0<br />
|-<br />
|Corporal || 0 || 1 || 1 || 1 || 1 || 0 || 1 || 1<br />
|-<br />
|Sergeant || 1 || 0 || 0 || 1 || 1 || 1 || 0 || 1<br />
|-<br />
|Tech Sergeant || 0 || 1 || 1 || 1 || 1 || 0 || 1 || 1<br />
|-<br />
|Gunnery Sergeant|| 0 || 0 || 0 || 0 || 1 || 0 || 0 || 0<br />
|-<br />
|Master Sergeant || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1<br />
|-<br />
|Total || 3 || 4 || 4 || 5 || 7 || 3 || 4 || 5<br />
|}<br />
<br />
== Stat Progression Aim {{Aim (Long War)}} == <br />
{| class="wikitable" align="center"<br />
!Rank!![[Jaeger_(Long_War)|Jaeger]]||[[Pathfinder_(Long_War)|Pathfinder]]!![[Valkyrie_(Long_War)|Valkyrie]]!![[Marauder_(Long_War)|Marauder]]!![[Goliath_(Long_War)|Goliath]]!![[Archer_(Long_War)|Archer]]!![[Guardian_(Long_War)|Guardian]]!![[Shogun_(Long_War)|Shogun]]<br />
|-<br />
|Specialist || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 3<br />
|-<br />
|Lance Corporal || 4 || 3 || 3 || 2 || 1 || 2 || 3 || 2<br />
|-<br />
|Corporal || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 2<br />
|-<br />
|Sergeant || 4 || 3 || 3 || 2 || 1 || 2 || 3 || 3<br />
|-<br />
|Tech Sergeant || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 2<br />
|-<br />
|Gunnery Sergeant|| 4 || 3 || 3 || 2 || 1 || 2 || 3 || 2<br />
|-<br />
|Master Sergeant || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 3<br />
|-<br />
|Total || 28 || 21 || 21 || 14 || 11 || 14 || 21 || 17<br />
|}<br />
==Absorption Fields==<br />
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:<br />
fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))<br />
Essentially, absorption fields "absorb" up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:<br />
{| class="wikitable"<br />
!Damage<br />
!Damage<br>Reduction %<br />
!Damage<br>Reduction<br />
|-<br />
|1||0%||0<br />
|-<br />
|2||0%||0<br />
|-<br />
|3||13%||0.4<br />
|-<br />
|4||20%||0.8<br />
|-<br />
|5||24%||1.2<br />
|-<br />
|6||27%||1.6<br />
|-<br />
|7||29%||2<br />
|-<br />
|8||30%||2.4<br />
|-<br />
|9||31%||2.8<br />
|-<br />
|10||32%||3.2<br />
|-<br />
|11||33%||3.6<br />
|-<br />
|12||33%||4<br />
|-<br />
|13||34%||4.4<br />
|-<br />
|14||34%||4.8<br />
|-<br />
|15||35%||5.2<br />
|-<br />
|16||35%||5.6<br />
|}<br />
<br />
Absorption fields are applied after all other damage reduction.<br />
<br />
==See also==<br />
*[[Armor (Long War)|Armor]]<br />
*[[Primary Weapons (Long War)|Primary Weapons]]<br />
*[[Secondary Weapons (Long War)|Secondary Weapons]]<br />
*[[MEC Trooper (EU2012)]]<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]<br />
[[Category: MECs (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&diff=87567MEC Trooper (Long War)2018-08-18T22:11:33Z<p>Neverim: /* Stat Progression Health {{Health (Long War)}} */</p>
<hr />
<div>[[File: Bellator_in_Machina_blue.png|left|192px|]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
The '''[[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]]''' troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECs. <br />
<br />
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.<br />
<br />
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers or Psionics, are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a Corporal will become a Lance Corporal MEC).<br />
<br />
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class "inherits" traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.<br />
<br />
One fundamental (and massive) change to the MEC classes is that '''[[Abilities List (Long War)#One For All|One for All]]''' is now the 'base ability' for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as '''[[Abilities List (Long War)#Light Em Up|Light 'Em Up]]''' for Valkyries) that helps define their role along with their unique perk tree and stat progression.<br />
<br />
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from Fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or Fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.<br />
<br />
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like '''[[Abilities List (Long War)#Mindfray|Mindfray]]''' as a result.<br />
<br />
==MEC Suits==<br />
===[[Armor (Long War)#MEC exoskeletons|Armor]]===<br />
Long War provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.<br />
<br />
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.<br />
<br />
===Weapons===<br />
[[Primary Weapons (Long War)#MEC primary weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.<br />
<br />
[[Secondary Weapons (Long War)#MEC secondary weapons|Secondary Weapons]] include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the ''same'' Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mist.<br />
<br />
All MEC soldiers also get the '''[[Abilities List (Long War)#Combined Arms|Combined Arms]]''' perk, ignoring 1 point of the enemy DR.<br />
<br />
===[[Equipment (Long War)#MEC equipment|Equipment]]===<br />
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.<br />
<br />
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator.<br />
<br />
==General Usage==<br />
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as Combined Arms and One For All.<br />
<br />
Due to the MEC's variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.<br />
<br />
With a high base HP and somewhat high damage reduction, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton Elites, Mechtoids or the ever annoying Sectopods. Their maximum health can be boosted by items and Foundry projects, increasing their durability significantly. Classes such as the Goliath also compliment the MEC's "Tank" role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction.<br />
<br />
==MEC Classes==<br />
A good rule of thumb when choosing which soldiers to convert into MEC Troopers is that the MEC class will, in most cases, behave like the soldier's original class. This means that a Soldier can perform the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Shogun, allow for more tactical diversity, while others can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out what sort of MEC you would want for your specific team.<br />
<br />
===Jaeger===<br />
[[File: Class Jaeger (Long War).png|left|32px]] {{In The Zone (Long War)|align=justify}}<br />
The '''[[Jaeger (Long War)|Jaeger]]''' is created from the [[Sniper (Long War)|Sniper Class]]. <br />
Jaegers excel at delivering highly accurate fire at extended range, potentially emptying their entire magazine with '''[[Abilities List (Long War)#Light Em Up|In The Zone]]''', destroying many weakened opponents. They pay for this offensive power by being the most fragile of the MEC classes.<br />
<br />
===Pathfinder===<br />
[[File: Class Pathfinder (Long War).png|left|32px]] {{Hit And Run (Long War)|align=justify}}<br />
The '''[[Pathfinder (Long War)|Pathfinder]]''' is created from the [[Scout (Long War)|Scout Class]]. <br />
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the '''[[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]''' perk.<br />
<br />
===Valkyrie===<br />
[[File: Class Valkyrie (Long War).png|left|32px]] {{Light Em Up (Long War)|align=justify}}<br />
The '''[[Valkyrie (Long War)|Valkyrie]]''' is created from the [[Infantry (Long War)|Infantry Class]]. <br />
Valkyries focus on making maximum use of the MEC's main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with '''[[Abilities List (Long War)#Rapid Reaction|Rapid Reaction]]''' and ''Light 'Em Up''. Valkyries also have access to '''[[Abilities List (Long War)#Lock N Load|Lock N' Load]]''', allowing them to keep up with their ammo consumption.<br />
<br />
===Marauder===<br />
[[File: Class Marauder (Long War).png|left|32px]] {{Close Encounters (Long War)|align=justify}}<br />
The '''[[Marauder (Long War)|Marauder]]''' is created from the [[Assault (Long War)|Assault Class]]. <br />
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive '''[[Abilities List (Long War)#Run and Gun|Run and Gun]]'''. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.<br />
<br />
===Goliath===<br />
[[File: Class Goliath (Long War).png|left|32px]] {{Absorption Fields (Long War)|align=justify}}<br />
The '''[[Goliath (Long War)|Goliath]]''' is created from the [[Gunner (Long War)|Gunner Class]]. <br />
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the tanking role mentioned above. Goliaths can also utilize '''[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]''', increasing their main-gun firepower against mechanical enemies.<br />
<br />
===Archer===<br />
[[File: Class Archer (Long War).png|left|32px]] {{Bombard (Long War)|align=justify}}<br />
The '''[[Archer (Long War)|Archer]]''' is created from the [[Rocketeer (Long War)|Rocketeer Class]]. <br />
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren't as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With '''[[Abilities List (Long War)#Packmaster|Packmaster]]''', an Archer can bring a lot of powerful munitions to the fight.<br />
<br />
===Guardian===<br />
[[File: Class Guardian (Long War).png|left|32px]] {{Opportunist (Long War)|align=justify}}<br />
The '''[[Guardian (Long War)|Guardian]]''' is created from the [[Medic (Long War)|Medic Class]]. <br />
The highly-mobile Guardian's upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having '''[[Abilities List (Long War)#Opportunist|Opportunist]]''' as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.<br />
<br />
===Shogun===<br />
[[File: Class Shogun (Long War).png|left|32px]] {{Collateral Damage (Long War)|align=justify}}<br />
The '''[[Shogun (Long War)|Shogun]]''' is created from the [[Engineer (Long War)|Engineer Class]]. Shoguns excels at battlefield control by deploying mines and using the '''[[Abilities List (Long War)#Sapper|Sapper]]''' and '''[[Abilities List (Long War)#Collateral Damage|Collateral Damage]]''' skills to destroy enemy cover. They can also excel in an anti-armor role, as they can receive both '''[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]''' and '''[[Abilities List (Long War)#HEAT Warheads|HEAT Warheads]]''', making all of their weapons especially effective against robotic opponents.<br />
== Stat Progression Health {{Health (Long War)}} == <br />
<br />
{| class="wikitable" <br />
!Rank!![[Jaeger_(Long_War)|Jaeger]]||[[Pathfinder_(Long_War)|Pathfinder]]!![[Valkyrie_(Long_War)|Valkyrie]]!![[Marauder_(Long_War)|Marauder]]!![[Goliath_(Long_War)|Goliath]]!![[Archer_(Long_War)|Archer]]!![[Guardian_(Long_War)|Guardian]]!![[Shogun_(Long_War)|Shogun]]<br />
|-<br />
|Specialist || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1<br />
|-<br />
|Lance Corporal || 0 || 0 || 0 || 0 || 1 || 0 || 0 || 0<br />
|-<br />
|Corporal || 0 || 1 || 1 || 1 || 1 || 0 || 1 || 1<br />
|-<br />
|Sergeant || 1 || 0 || 0 || 1 || 1 || 1 || 0 || 1<br />
|-<br />
|Tech Sergeant || 0 || 1 || 1 || 1 || 1 || 0 || 1 || 1<br />
|-<br />
|Gunnery Sergeant|| 0 || 0 || 0 || 0 || 1 || 0 || 0 || 0<br />
|-<br />
|Master Sergeant || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1<br />
|-<br />
|Total || 3 || 4 || 4 || 5 || 7 || 3 || 4 || 5<br />
|}<br />
<br />
== Stat Progression Aim {{Aim (Long War)}} == <br />
{| class="wikitable" align="center"<br />
!Rank!![[Jaeger_(Long_War)|Jaeger]]||[[Pathfinder_(Long_War)|Pathfinder]]!![[Valkyrie_(Long_War)|Valkyrie]]!![[Marauder_(Long_War)|Marauder]]!![[Goliath_(Long_War)|Goliath]]!![[Archer_(Long_War)|Archer]]!![[Guardian_(Long_War)|Guardian]]!![[Shogun_(Long_War)|Shogun]]<br />
|-<br />
|Specialist || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 3<br />
|-<br />
|Lance Corporal || 4 || 3 || 3 || 2 || 1 || 2 || 3 || 2<br />
|-<br />
|Corporal || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 2<br />
|-<br />
|Sergeant || 4 || 3 || 3 || 2 || 1 || 2 || 3 || 3<br />
|-<br />
|Tech Sergeant || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 2<br />
|-<br />
|Gunnery Sergeant|| 4 || 3 || 3 || 2 || 1 || 2 || 3 || 2<br />
|-<br />
|Master Sergeant || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 3<br />
|-<br />
|Total || 28 || 21 || 21 || 14 || 11 || 14 || 21 || 17<br />
|}<br />
==Absorption Fields==<br />
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:<br />
fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))<br />
Essentially, absorption fields "absorb" up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:<br />
{| class="wikitable"<br />
!Damage<br />
!Damage<br>Reduction %<br />
!Damage<br>Reduction<br />
|-<br />
|1||0%||0<br />
|-<br />
|2||0%||0<br />
|-<br />
|3||13%||0.4<br />
|-<br />
|4||20%||0.8<br />
|-<br />
|5||24%||1.2<br />
|-<br />
|6||27%||1.6<br />
|-<br />
|7||29%||2<br />
|-<br />
|8||30%||2.4<br />
|-<br />
|9||31%||2.8<br />
|-<br />
|10||32%||3.2<br />
|-<br />
|11||33%||3.6<br />
|-<br />
|12||33%||4<br />
|-<br />
|13||34%||4.4<br />
|-<br />
|14||34%||4.8<br />
|-<br />
|15||35%||5.2<br />
|-<br />
|16||35%||5.6<br />
|}<br />
<br />
Absorption fields are applied after all other damage reduction.<br />
<br />
==See also==<br />
*[[Armor (Long War)|Armor]]<br />
*[[Primary Weapons (Long War)|Primary Weapons]]<br />
*[[Secondary Weapons (Long War)|Secondary Weapons]]<br />
*[[MEC Trooper (EU2012)]]<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]<br />
[[Category: MECs (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&diff=87566MEC Trooper (Long War)2018-08-18T22:10:51Z<p>Neverim: Summary stats progression MECs</p>
<hr />
<div>[[File: Bellator_in_Machina_blue.png|left|192px|]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
The '''[[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]]''' troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECs. <br />
<br />
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.<br />
<br />
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers or Psionics, are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a Corporal will become a Lance Corporal MEC).<br />
<br />
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class "inherits" traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.<br />
<br />
One fundamental (and massive) change to the MEC classes is that '''[[Abilities List (Long War)#One For All|One for All]]''' is now the 'base ability' for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as '''[[Abilities List (Long War)#Light Em Up|Light 'Em Up]]''' for Valkyries) that helps define their role along with their unique perk tree and stat progression.<br />
<br />
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from Fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or Fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.<br />
<br />
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like '''[[Abilities List (Long War)#Mindfray|Mindfray]]''' as a result.<br />
<br />
==MEC Suits==<br />
===[[Armor (Long War)#MEC exoskeletons|Armor]]===<br />
Long War provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.<br />
<br />
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.<br />
<br />
===Weapons===<br />
[[Primary Weapons (Long War)#MEC primary weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.<br />
<br />
[[Secondary Weapons (Long War)#MEC secondary weapons|Secondary Weapons]] include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the ''same'' Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mist.<br />
<br />
All MEC soldiers also get the '''[[Abilities List (Long War)#Combined Arms|Combined Arms]]''' perk, ignoring 1 point of the enemy DR.<br />
<br />
===[[Equipment (Long War)#MEC equipment|Equipment]]===<br />
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.<br />
<br />
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator.<br />
<br />
==General Usage==<br />
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as Combined Arms and One For All.<br />
<br />
Due to the MEC's variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.<br />
<br />
With a high base HP and somewhat high damage reduction, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton Elites, Mechtoids or the ever annoying Sectopods. Their maximum health can be boosted by items and Foundry projects, increasing their durability significantly. Classes such as the Goliath also compliment the MEC's "Tank" role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction.<br />
<br />
==MEC Classes==<br />
A good rule of thumb when choosing which soldiers to convert into MEC Troopers is that the MEC class will, in most cases, behave like the soldier's original class. This means that a Soldier can perform the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Shogun, allow for more tactical diversity, while others can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out what sort of MEC you would want for your specific team.<br />
<br />
===Jaeger===<br />
[[File: Class Jaeger (Long War).png|left|32px]] {{In The Zone (Long War)|align=justify}}<br />
The '''[[Jaeger (Long War)|Jaeger]]''' is created from the [[Sniper (Long War)|Sniper Class]]. <br />
Jaegers excel at delivering highly accurate fire at extended range, potentially emptying their entire magazine with '''[[Abilities List (Long War)#Light Em Up|In The Zone]]''', destroying many weakened opponents. They pay for this offensive power by being the most fragile of the MEC classes.<br />
<br />
===Pathfinder===<br />
[[File: Class Pathfinder (Long War).png|left|32px]] {{Hit And Run (Long War)|align=justify}}<br />
The '''[[Pathfinder (Long War)|Pathfinder]]''' is created from the [[Scout (Long War)|Scout Class]]. <br />
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the '''[[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]''' perk.<br />
<br />
===Valkyrie===<br />
[[File: Class Valkyrie (Long War).png|left|32px]] {{Light Em Up (Long War)|align=justify}}<br />
The '''[[Valkyrie (Long War)|Valkyrie]]''' is created from the [[Infantry (Long War)|Infantry Class]]. <br />
Valkyries focus on making maximum use of the MEC's main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with '''[[Abilities List (Long War)#Rapid Reaction|Rapid Reaction]]''' and ''Light 'Em Up''. Valkyries also have access to '''[[Abilities List (Long War)#Lock N Load|Lock N' Load]]''', allowing them to keep up with their ammo consumption.<br />
<br />
===Marauder===<br />
[[File: Class Marauder (Long War).png|left|32px]] {{Close Encounters (Long War)|align=justify}}<br />
The '''[[Marauder (Long War)|Marauder]]''' is created from the [[Assault (Long War)|Assault Class]]. <br />
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive '''[[Abilities List (Long War)#Run and Gun|Run and Gun]]'''. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.<br />
<br />
===Goliath===<br />
[[File: Class Goliath (Long War).png|left|32px]] {{Absorption Fields (Long War)|align=justify}}<br />
The '''[[Goliath (Long War)|Goliath]]''' is created from the [[Gunner (Long War)|Gunner Class]]. <br />
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the tanking role mentioned above. Goliaths can also utilize '''[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]''', increasing their main-gun firepower against mechanical enemies.<br />
<br />
===Archer===<br />
[[File: Class Archer (Long War).png|left|32px]] {{Bombard (Long War)|align=justify}}<br />
The '''[[Archer (Long War)|Archer]]''' is created from the [[Rocketeer (Long War)|Rocketeer Class]]. <br />
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren't as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With '''[[Abilities List (Long War)#Packmaster|Packmaster]]''', an Archer can bring a lot of powerful munitions to the fight.<br />
<br />
===Guardian===<br />
[[File: Class Guardian (Long War).png|left|32px]] {{Opportunist (Long War)|align=justify}}<br />
The '''[[Guardian (Long War)|Guardian]]''' is created from the [[Medic (Long War)|Medic Class]]. <br />
The highly-mobile Guardian's upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having '''[[Abilities List (Long War)#Opportunist|Opportunist]]''' as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.<br />
<br />
===Shogun===<br />
[[File: Class Shogun (Long War).png|left|32px]] {{Collateral Damage (Long War)|align=justify}}<br />
The '''[[Shogun (Long War)|Shogun]]''' is created from the [[Engineer (Long War)|Engineer Class]]. Shoguns excels at battlefield control by deploying mines and using the '''[[Abilities List (Long War)#Sapper|Sapper]]''' and '''[[Abilities List (Long War)#Collateral Damage|Collateral Damage]]''' skills to destroy enemy cover. They can also excel in an anti-armor role, as they can receive both '''[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]''' and '''[[Abilities List (Long War)#HEAT Warheads|HEAT Warheads]]''', making all of their weapons especially effective against robotic opponents.<br />
== Stat Progression Health {{Health (Long War)}} == <br />
<br />
{| class="wikitable" <br />
!Rank!![[Jaeger_(Long_War)|Jaeger]]||[[Pathfinder_(Long_War)|Pathfinder]]!![[Valkyrie_(Long_War)|Valkyrie]]!![[Marauder_(Long_War)|Marauder]]!![[Goliath_(Long_War)|Goliath]]!![[Archer_(Long_War)|Archer]]!![[Guardian_(Long_War)|Guardian]]!![[Shogun_(Long_War)|Shogun]]<br />
|-<br />
|Specialist || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1<br />
|-<br />
|Lance Corporal || 0 || 0 || 0 || 0 || 1 || 0 || 0 || 0<br />
|-<br />
|Corporal || 0 || 1 || 1 || 1 || 1 || 0 || 1 || 1<br />
|-<br />
|Sergeant || 1 || 0 || 0 || 1 || 1 || 1 || 0 || 1<br />
|-<br />
|Tech Sergeant || 0 || 1 || 1 || 1 || 1 || 0 || 1 || 1<br />
|-<br />
|Gunnery Sergeant|| 0 || 0 || 0 || 0 || 1 || 0 || 0 || 0<br />
|-<br />
|Master Sergeant || 1 || 1 || 1 || 1 || 1 || 11|| 1 || 1<br />
|-<br />
|Total || 3 || 4 || 4 || 5 || 7 || 3 || 4 || 5<br />
|}<br />
== Stat Progression Aim {{Aim (Long War)}} == <br />
{| class="wikitable" align="center"<br />
!Rank!![[Jaeger_(Long_War)|Jaeger]]||[[Pathfinder_(Long_War)|Pathfinder]]!![[Valkyrie_(Long_War)|Valkyrie]]!![[Marauder_(Long_War)|Marauder]]!![[Goliath_(Long_War)|Goliath]]!![[Archer_(Long_War)|Archer]]!![[Guardian_(Long_War)|Guardian]]!![[Shogun_(Long_War)|Shogun]]<br />
|-<br />
|Specialist || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 3<br />
|-<br />
|Lance Corporal || 4 || 3 || 3 || 2 || 1 || 2 || 3 || 2<br />
|-<br />
|Corporal || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 2<br />
|-<br />
|Sergeant || 4 || 3 || 3 || 2 || 1 || 2 || 3 || 3<br />
|-<br />
|Tech Sergeant || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 2<br />
|-<br />
|Gunnery Sergeant|| 4 || 3 || 3 || 2 || 1 || 2 || 3 || 2<br />
|-<br />
|Master Sergeant || 4 || 3 || 3 || 2 || 2 || 2 || 3 || 3<br />
|-<br />
|Total || 28 || 21 || 21 || 14 || 11 || 14 || 21 || 17<br />
|}<br />
==Absorption Fields==<br />
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:<br />
fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))<br />
Essentially, absorption fields "absorb" up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:<br />
{| class="wikitable"<br />
!Damage<br />
!Damage<br>Reduction %<br />
!Damage<br>Reduction<br />
|-<br />
|1||0%||0<br />
|-<br />
|2||0%||0<br />
|-<br />
|3||13%||0.4<br />
|-<br />
|4||20%||0.8<br />
|-<br />
|5||24%||1.2<br />
|-<br />
|6||27%||1.6<br />
|-<br />
|7||29%||2<br />
|-<br />
|8||30%||2.4<br />
|-<br />
|9||31%||2.8<br />
|-<br />
|10||32%||3.2<br />
|-<br />
|11||33%||3.6<br />
|-<br />
|12||33%||4<br />
|-<br />
|13||34%||4.4<br />
|-<br />
|14||34%||4.8<br />
|-<br />
|15||35%||5.2<br />
|-<br />
|16||35%||5.6<br />
|}<br />
<br />
Absorption fields are applied after all other damage reduction.<br />
<br />
==See also==<br />
*[[Armor (Long War)|Armor]]<br />
*[[Primary Weapons (Long War)|Primary Weapons]]<br />
*[[Secondary Weapons (Long War)|Secondary Weapons]]<br />
*[[MEC Trooper (EU2012)]]<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]<br />
[[Category: MECs (Long War)]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=64621Abilities List (Long War)2015-05-23T13:33:18Z<p>Neverim: /* Normal Perks */ added aliens. ..to be continued</p>
<hr />
<div>{{CheckOutdated (Long War)|b15}}<br />
{{TOC hidden}}<br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]]. <br />
<br />
==Dev commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case (basically follow<br />
<br />
==Normal Perks==<br />
<br />
===Absorption Fields===<br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]<br />
===Adrenaline Surge ===<br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
===Advanced Fire Control ===<br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]<br />
===Aggression ===<br />
{{Aggression (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Automated Threat Assessment ===<br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Battle Scanner ===<br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br />
===Body Shield ===<br />
{{Body Shield (Long War)|align=left |text=1}}<br />
===Bombard ===<br />
{{Bombard (Long War)|align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Bring Em On ===<br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Close Combat Specialist ===<br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]<br />
===Close Encounters ===<br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]<br />
===Collateral Damage ===<br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Combat Drugs ===<br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Concealment ===<br />
{{Concealment (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]]<br />
===Covering Fire ===<br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Damage Control ===<br />
{{Damage Control (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]<br />
===Damn Good Ground ===<br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br />
===Danger Zone ===<br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br />
===Deadeye ===<br />
{{Deadeye (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Dense Smoke ===<br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] <br />
===Disabling Shot ===<br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Double Tap ===<br />
{{Double Tap (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]<br />
===Executioner ===<br />
{{Executioner (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]] <br />
===Extra Conditioning ===<br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] <br />
===Field Medic ===<br />
{{Field Medic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Field Surgeon ===<br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Fire In The Hole ===<br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Fire Rocket ===<br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]<br />
===Flush ===<br />
{{Flush (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Grenadier ===<br />
{{Grenadier (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]],<br />
===Gunslinger ===<br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]<br />
===HEAT Ammo ===<br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]<br />
===HEAT Warheads ===<br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]] , [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]<br />
===Hit And Run ===<br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Holo-Targeting ===<br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br />
===In The Zone ===<br />
{{In The Zone (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]<br />
===Javelin Rockets ===<br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Jetboot Module ===<br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
===Killer Instinct ===<br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]]<br />
===Light Em Up ===<br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]<br />
===Lightning Reflexes ===<br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Lock N Load ===<br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
===Lone Wolf ===<br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Low Profile ===<br />
{{Low Profile (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]<br />
===Mayhem ===<br />
{{Mayhem (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]] <br />
===One For All ===<br />
{{One For All (Long War) |align=left |text=1}}<br />
===Opportunist ===<br />
{{Opportunist (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]<br />
===Packmaster ===<br />
{{Packmaster (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Paramedic ===<br />
{{Paramedic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Platform Stability ===<br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]<br />
===Precision Shot ===<br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Ranger ===<br />
{{Ranger (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
===Rapid Fire ===<br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br />
===Rapid Reaction ===<br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]<br />
===Reactive Targeting Sensors ===<br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Ready For Anything ===<br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Repair ===<br />
{{Repair (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]]<br />
===Repair Servos ===<br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Resilience ===<br />
{{Resilience (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]<br />
===Revive ===<br />
{{Revive (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Run and Gun ===<br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br />
===Sapper ===<br />
{{Sapper (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br />
===Savior ===<br />
{{Savior (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel ===<br />
{{Sentinel (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel Module ===<br />
{{Sentinel Module (Long War) |align=left |text=1}}<br />
===Sharpshooter ===<br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Shock Absorbent Armor ===<br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Shock And Awe ===<br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Shredder Ammo ===<br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]<br />
===Smoke And Mirrors ===<br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Smoke Grenade ===<br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Snapshot ===<br />
{{Snapshot (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]<br />
===Sprinter ===<br />
{{Sprinter (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]<br />
===Squadsight ===<br />
{{Squadsight (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Steadfast ===<br />
{{Steadfast (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Suppression ===<br />
{{Suppression (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]],<br />
===Tactical Sense ===<br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]],<br />
===Tandem Warheads ===<br />
{{Tandem Warheads (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]]<br />
===Vital Point Targeting ===<br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]<br />
<br />
==Gene Mods==<br />
<br />
''(see also: [[Gene_Mods_%28Long_War%29|Gene Mods]])''<br />
<br />
===Adaptive Bone Marrow===<br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
===Adrenal Neurosympathy===<br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
===Bioelectric Skin ===<br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
===Depth Perception ===<br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
===Hyper-Reactive Pupils ===<br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
===Iron Skin ===<br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
===Muscle Fiber Density ===<br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
===Neural Damping ===<br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
===Secondary Heart ===<br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
===Smart Macrophages ===<br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
==Officer Training==<br />
<br />
''(See also: [http://http://ufopaedia.org/index.php?title=Officers_%28Long_War%29 Officers])''<br />
<br />
===Band Of Warriors ===<br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
===Esprit De Corps ===<br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
===Fortiores Una ===<br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
===Into The Breach ===<br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
===Lead By Example ===<br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
===Legio Patria Nostra ===<br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
===So Others May Live ===<br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
===So Shall You Fight ===<br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
===Semper Vigilans ===<br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
===Stay Frosty ===<br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
===Combined Arms ===<br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
<br />
<br />
==Psionic Abilities==<br />
<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
===Distortion Field ===<br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
===Telekinetic Field ===<br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
===Mind Control ===<br />
{{Mind Control (Long War) |align=left |text=1}}<br />
===Mind Merge ===<br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
===Mindfray ===<br />
{{Mindfray (Long War) |align=left |text=1}}<br />
===Neural Feedback ===<br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
===Psi Inspiration ===<br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
===Psi Panic ===<br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
<br />
===Psychokinetic Strike ===<br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
===Regen Biofield ===<br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
===Rift ===<br />
{{Rift (Long War) |align=left |text=1}}<br />
<br />
<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=UFOs_(Long_War)&diff=64606UFOs (Long War)2015-05-22T06:13:41Z<p>Neverim: /* Terror Ship */ set the correct picture</p>
<hr />
<div>{{CheckOutdated (Long War)|b14}}<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
<br />
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.<br />
<br />
It is also important to note that a new 'UFO Analysis' Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!<br />
<br />
= UFO Bounties =<br />
<br />
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.<br />
<br />
{| class="wikitable"<br />
|+ ''UFO Bounties''<br />
|-<br />
! rowspan="2" | Type || rowspan="2" | Cash bounty || colspan="2" | Maximum alloys || colspan="2" | Average alloys<br />
|-<br />
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy<br />
|-<br />
| Scout or fighter || 100 || 7 || 5 || 4.5 || 3.5<br />
|- <br />
| Destroyer or raider || 200 || 11 || 7 || 6.5 || 4.5<br />
|-<br />
| Abductor or harverster || 300 || 14 || 9 || 8 || 5.5<br />
|-<br />
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5<br />
|-<br />
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5<br />
|-<br />
| Overseer || 500 || 12 || 8 || 7 || 5<br />
|}<br />
<br />
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.<br />
<br />
= Small UFOs. =<br />
<br />
== Scout ==<br />
<div style="background:#333333">[[Image: UFO-Analysis_Scout.png|center|128x64px]]</div><br />
'''Firepower:''' Low (1x Single Plasma)<br> <br />
'''Armor Penetration:''' +3 <br><br />
'''Durability''': Low (750)<br><br />
'''Armor''': None (0)<br><br />
'''Equipment''': 1x UFO Power Source, 2x UFO Flight Computers<br />
<br />
These will be the first UFO's that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, '''Avalanche Missiles''' work well against this type of UFO.<br />
<br />
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.<br />
<br />
== Fighter ==<br />
<div style="background:#333333">[[Image: UFO-Analysis_Fighter.png|center|128x64px]]</div><br />
'''Firepower:''' Moderate (1x Single Plasma) / (2x Single Plasma - ''upgrade - 330 Alien Research'')<br><br />
'''Armor Penetration:''' +7 <br><br />
'''Durability''': Low (850) <br><br />
'''Armor''': Light (12)<br><br />
'''Equipment''': 1x UFO Power Source, 2x UFO Flight Computers<br />
<br />
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use '''Stingray Missiles''' to punch through their armor. If a Fighter is in high orbit, it is likely searching for a country's satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.<br />
<br />
Fighters never land. They must be shot down for alien materials to be salvaged.<br />
<br />
= Medium UFOs. =<br />
== Raider ==<br />
<div style="background:#333333">[[Image: UFO-Analysis_Raider.png|center|128x64px]]</div><br />
'''Firepower:''' Moderate (1x Single Plasma) / (2x Single Plasma - ''upgrade - 570 Alien Research'')<br><br />
'''Armor Penetration:''' +7 <br><br />
'''Durability''': Moderate (1500)<br><br />
'''Armor''': Very light (5)<br><br />
'''Equipment''': 2x UFO Power Sources, 4x UFO Flight Computers<br />
<br />
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both '''Avalanche and Stingray missiles''' work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.<br />
<br />
== Destroyer ==<br />
<div style="background:#333333">[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]</div><br />
'''Firepower:''' High (1x Single Plasma) / (1x Double Plasma - ''upgrade - 270 Alien Research'')<br><br />
'''Armor Penetration:''' +15/(+20 - ''upgrade - 540 Alien Research'')<br><br />
'''Durability''': Moderate (1600) <br><br />
'''Armor''': Moderate (18)/(High (32) - ''upgrade - 540 Alien Research'')<br><br />
'''Equipment''': 4x UFO Power Sources, 4x UFO Flight Computers<br />
<br />
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it's not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent's airspace for several weeks.<br />
<br />
Destroyers never land. They must be shot down for alien materials to be salvaged.<br />
<br />
== Overseer ==<br />
<div style="background:#333333">[[Image: UFO-Analysis_Overseer.png|center|128x64px]]</div><br />
'''Firepower:''' Very High (1x Double Plasma, 1x Single Plasma)<br><br />
'''Armor Penetration:''' +25 <br><br />
'''Durability''': High (2500)<br><br />
'''Armor''': Very Heavy (40)<br><br />
'''Equipment''': 4x UFO Power Sources, 4x UFO Flight Computers<br />
<br />
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.<br />
<br />
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.<br />
<br />
Overseers never land. They must be shot down for alien materials to be salvaged.<br />
<br />
= Large UFOs. =<br />
== Abductor ==<br />
<div style="background:#333333">[[Image: UFO-Analysis_Abductor.png|center|128x64px]]</div><br />
'''Firepower:''' High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - ''upgrade - 390 Alien Research'')<br><br />
'''Armor Penetration:''' +2 <br><br />
'''Durability''': High (4000) <br><br />
'''Armor''': Heavy (30)<br><br />
'''Equipment''': 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries<br />
<br />
These UFO's will pop up randomly and fly towards a country, though you won't be able to take these on during the early stages of the war. You'll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.<br />
<br />
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.<br />
<br />
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you'll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.<br />
<br />
== Harvester ==<br />
<div style="background:#333333">[[Image: UFO-Analysis_Harvester.png|center|128x64px]]</div> <br />
'''Firepower:''' Moderate (1x Double Plasma)<br><br />
'''Armor Penetration:''' +3 <br><br />
'''Durability''': High (6000)<br><br />
'''Armor''': Moderate (20)<br><br />
'''Equipment''': 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries<br />
<br />
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you'll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO's fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.<br />
<br />
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don't worry. As that if you are doing ''this'' well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.<br />
<br />
== Transport ==<br />
<div style="background:#333333">[[Image: UFO-Analysis_Transport.png|center|128x64px]]</div><br />
'''Firepower:''' High (1x Double Plasma)<br><br />
'''Armor Penetration:''' +0 <br><br />
'''Durability:''' High (5000)<br><br />
'''Armor:''' Heavy (32)<br><br />
'''Equipment''': 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries<br />
<br />
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You're liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.<br />
<br />
== Terror Ship ==<br />
<div style="background:#333333">[[Image: UFO-Analysis_Battleship.png|center|128x64px]]</div><br />
'''Firepower:''' High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - ''upgrade - 390 Alien Research'')<br><br />
'''Armor Penetration:''' +0 <br><br />
'''Durability:''' High (6000) <br><br />
'''Armor:''' Moderate (25)<br><br />
'''Equipment''': 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries<br />
<br />
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won't be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they'll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.<br />
<br />
= Very Large UFOs. =<br />
== Battleship ==<br />
<div style="background:#333333">[[Image: UFO-Analysis_Battleship.png|center|128x64px]]</div> <br />
'''Firepower:''' Very high (1x Fusion Lance)<br><br />
'''Armor Penetration:''' +25 <br><br />
'''Durability''': Very high (9000)<br><br />
'''Armor''': Heavy (36)<br><br />
'''Equipment''': 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores<br />
<br />
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON'T engage them early game, since they will one-shot interceptors without upgrades.<br />
<br />
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you've downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.<br />
<br />
== Assault Carrier ==<br />
<div style="background:#333333">[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]</div><br />
'''Firepower:''' Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - ''upgrade'')<br><br />
'''Armor Penetration:''' +18 <br><br />
'''Durability''': Very High (8000)<br><br />
'''Armor''': Heavy (28)<br><br />
'''Equipment''': 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores<br />
<br />
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down ''slightly'' easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.<br />
<br />
= UFO Upgrades =<br />
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.<br />
<br />
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you'll have a hard time maintaining your air force against near-perfect alien accuracy.<br />
<br />
= UFO Weapons =<br />
{| class="wikitable" width="100%" <br />
|+ ''UFO Weapons''<br />
|- <br />
! width="10%" align="center" | Item <br />
! width="10%" align="center" | Hit Chance<br />
! width="10%" align="center" | Range <br />
! width="10%" align="center" | Fire Rate<br />
! width="10%" align="center" | Damage<br />
! width="10%" align="center" | Armor Pen.<br />
<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center"| Single Plasma || align="center" | 18/33/48%|| align="center" | Long || align="center" | 1.15 || align="center" | 450 || align="center" | 0<br />
|-<br />
| align="center"| Double Plasma || align="center" | 25/40/55%|| align="center" | Long || align="center" | 1.25 || align="center" | 800 || align="center" | 20 <br />
|-<br />
| align="center"| Fusion Lance || align="center" | 30/45/60%|| align="center" | Long || align="center" | 1.25 || align="center" | 1300 || align="center" | 50<br />
|-<br />
|}<br />
<br />
= UFO Armor vs Damage Penetration =<br />
<br />
Raw formula:<br />
Penetration = Ship Armor Penetration + Weapon Armor Penetration<br />
Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)<br />
Damage = Damage * (100% - Mitigation)<br />
<br />
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.<br />
<br />
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these "minimum" number of hits would only be true during the first month of the game.<br />
<br />
<br />
'''Battleship:''' 5000 base health (+75 per 30 alien research), 36 armor<br />
<br />
<br />
'''Plasma Cannon:''' 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%<br />
<br />
Damage reduction per hit .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).<br />
<br />
<br />
'''EMP Cannon:''' 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%<br />
<br />
Damage reduction per hit .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).<br />
<br />
<br />
'''Fusion Lance:''' 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%<br />
<br />
Damage reduction per hit .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).<br />
<br />
=See Also=<br />
<br />
{{Aliens (Long War) Navbar}}<br />
[[Category: Aliens (Long War)]]<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=64543Abilities List (Long War)2015-05-18T13:31:51Z<p>Neverim: /* Normal Perks */ Added availability for classes soldiers</p>
<hr />
<div>{{CheckOutdated (Long War)|b15}}<br />
{{TOC hidden}}<br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]]. <br />
<br />
==Dev commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case (basically follow<br />
<br />
==Normal Perks==<br />
<br />
===Absorption Fields===<br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Adrenaline Surge ===<br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
===Advanced Fire Control ===<br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br />
===Aggression ===<br />
{{Aggression (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Automated Threat Assessment ===<br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Battle Scanner ===<br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br />
===Body Shield ===<br />
{{Body Shield (Long War)|align=left |text=1}}<br />
===Bombard ===<br />
{{Bombard (Long War)|align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]]<br />
===Bring Em On ===<br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Close Combat Specialist ===<br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br />
===Close Encounters ===<br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br />
===Collateral Damage ===<br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Combat Drugs ===<br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Concealment ===<br />
{{Concealment (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]]<br />
===Covering Fire ===<br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]]<br />
===Damage Control ===<br />
{{Damage Control (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Damn Good Ground ===<br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Danger Zone ===<br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]]<br />
===Deadeye ===<br />
{{Deadeye (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Dense Smoke ===<br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] <br />
===Disabling Shot ===<br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Double Tap ===<br />
{{Double Tap (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]<br />
===Executioner ===<br />
{{Executioner (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Extra Conditioning ===<br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] <br />
===Field Medic ===<br />
{{Field Medic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Field Surgeon ===<br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Fire In The Hole ===<br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Fire Rocket ===<br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]<br />
===Flush ===<br />
{{Flush (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Grenadier ===<br />
{{Grenadier (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br />
===Gunslinger ===<br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]]<br />
===HEAT Ammo ===<br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===HEAT Warheads ===<br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br />
===Hit And Run ===<br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Holo-Targeting ===<br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]<br />
===In The Zone ===<br />
{{In The Zone (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]<br />
===Javelin Rockets ===<br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Jetboot Module ===<br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
===Killer Instinct ===<br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]]<br />
===Light Em Up ===<br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]<br />
===Lightning Reflexes ===<br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Lock N Load ===<br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
===Lone Wolf ===<br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Low Profile ===<br />
{{Low Profile (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]<br />
===Mayhem ===<br />
{{Mayhem (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]] <br />
===One For All ===<br />
{{One For All (Long War) |align=left |text=1}}<br />
===Opportunist ===<br />
{{Opportunist (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]<br />
===Packmaster ===<br />
{{Packmaster (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Paramedic ===<br />
{{Paramedic (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Platform Stability ===<br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]<br />
===Precision Shot ===<br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]]<br />
===Ranger ===<br />
{{Ranger (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]<br />
===Rapid Fire ===<br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br />
===Rapid Reaction ===<br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]<br />
===Reactive Targeting Sensors ===<br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Ready For Anything ===<br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Repair ===<br />
{{Repair (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]]<br />
===Repair Servos ===<br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Resilience ===<br />
{{Resilience (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]<br />
===Revive ===<br />
{{Revive (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Run and Gun ===<br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br />
===Sapper ===<br />
{{Sapper (Long War) |align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]<br />
===Savior ===<br />
{{Savior (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel ===<br />
{{Sentinel (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]<br />
===Sentinel Module ===<br />
{{Sentinel Module (Long War) |align=left |text=1}}<br />
===Sharpshooter ===<br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Shock Absorbent Armor ===<br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Shock And Awe ===<br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]]<br />
===Shredder Ammo ===<br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]<br />
===Smoke And Mirrors ===<br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Smoke Grenade ===<br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]<br />
===Snapshot ===<br />
{{Snapshot (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]<br />
===Sprinter ===<br />
{{Sprinter (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]<br />
===Squadsight ===<br />
{{Squadsight (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Steadfast ===<br />
{{Steadfast (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]<br />
===Suppression ===<br />
{{Suppression (Long War) |align=left |text=1}}<br />
Available for: [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]],<br />
===Tactical Sense ===<br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]],<br />
===Tandem Warheads ===<br />
{{Tandem Warheads (Long War) |align=left |text=1}}<br />
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]]<br />
===Vital Point Targeting ===<br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]<br />
<br />
==Gene Mods==<br />
<br />
''(see also: [[Gene_Mods_%28Long_War%29|Gene Mods]])''<br />
<br />
===Adaptive Bone Marrow===<br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
===Adrenal Neurosympathy===<br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
===Bioelectric Skin ===<br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
===Depth Perception ===<br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
===Hyper-Reactive Pupils ===<br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
===Iron Skin ===<br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
===Muscle Fiber Density ===<br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
===Neural Damping ===<br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
===Secondary Heart ===<br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
===Smart Macrophages ===<br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
==Officer Training==<br />
<br />
''(See also: [http://http://ufopaedia.org/index.php?title=Officers_%28Long_War%29 Officers])''<br />
<br />
===Band Of Warriors ===<br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
===Esprit De Corps ===<br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
===Fortiores Una ===<br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
===Into The Breach ===<br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
===Lead By Example ===<br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
===Legio Patria Nostra ===<br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
===So Others May Live ===<br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
===So Shall You Fight ===<br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
===Semper Vigilans ===<br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
===Stay Frosty ===<br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
===Combined Arms ===<br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
<br />
<br />
==Psionic Abilities==<br />
<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
===Distortion Field ===<br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
===Telekinetic Field ===<br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
===Mind Control ===<br />
{{Mind Control (Long War) |align=left |text=1}}<br />
===Mind Merge ===<br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
===Mindfray ===<br />
{{Mindfray (Long War) |align=left |text=1}}<br />
===Neural Feedback ===<br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
===Psi Inspiration ===<br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
===Psi Panic ===<br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
<br />
===Psychokinetic Strike ===<br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
===Regen Biofield ===<br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
===Rift ===<br />
{{Rift (Long War) |align=left |text=1}}<br />
<br />
<br />
[[Category: Long War]]</div>Neverimhttps://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=64519Abilities List (Long War)2015-05-17T20:56:47Z<p>Neverim: /* Normal Perks */ to be continued...</p>
<hr />
<div>{{CheckOutdated (Long War)|b15}}<br />
{{TOC hidden}}<br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]]. <br />
<br />
==Dev commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case (basically follow<br />
<br />
==Normal Perks==<br />
<br />
===Absorption Fields===<br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Adrenaline Surge ===<br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
===Advanced Fire Control ===<br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]<br />
===Aggression ===<br />
{{Aggression (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Automated Threat Assessment ===<br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]<br />
===Battle Scanner ===<br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
Available for: [[Engineer_(Long_War)|Engineer]], [[Scout_(Long_War)|Scout]]<br />
===Body Shield ===<br />
{{Body Shield (Long War)|align=left |text=1}}<br />
===Bombard ===<br />
{{Bombard (Long War)|align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]]<br />
===Bring Em On ===<br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Close Combat Specialist ===<br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br />
===Close Encounters ===<br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]]<br />
===Collateral Damage ===<br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]<br />
===Combat Drugs ===<br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
Available for: [[Medic_(Long_War)|Medic]]<br />
===Concealment ===<br />
{{Concealment (Long War) |align=left |text=1}}<br />
Available for: [[Scout_(Long_War)|Scout]]<br />
===Covering Fire ===<br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]]<br />
===Damage Control ===<br />
{{Damage Control (Long War) |align=left |text=1}}<br />
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]<br />
===Damn Good Ground ===<br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]<br />
===Danger Zone ===<br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
===Deadeye ===<br />
{{Deadeye (Long War) |align=left |text=1}}<br />
===Dense Smoke ===<br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
===Disabling Shot ===<br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
===Double Tap ===<br />
{{Double Tap (Long War) |align=left |text=1}}<br />
===Executioner ===<br />
{{Executioner (Long War) |align=left |text=1}}<br />
===Extra Conditioning ===<br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
===Field Medic ===<br />
{{Field Medic (Long War) |align=left |text=1}}<br />
===Field Surgeon ===<br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
===Fire In The Hole ===<br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
===Fire Rocket ===<br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
===Flush ===<br />
{{Flush (Long War) |align=left |text=1}}<br />
===Grenadier ===<br />
{{Grenadier (Long War) |align=left |text=1}}<br />
===Gunslinger ===<br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
===HEAT Ammo ===<br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
===HEAT Warheads ===<br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.<br />
<br />
===Hit And Run ===<br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
===Holo-Targeting ===<br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
===In The Zone ===<br />
{{In The Zone (Long War) |align=left |text=1}}<br />
===Javelin Rockets ===<br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
===Jetboot Module ===<br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
===Killer Instinct ===<br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
===Light Em Up ===<br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
===Lightning Reflexes ===<br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
===Lock N Load ===<br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
===Lone Wolf ===<br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
===Low Profile ===<br />
{{Low Profile (Long War) |align=left |text=1}}<br />
===Mayhem ===<br />
{{Mayhem (Long War) |align=left |text=1}}<br />
===One For All ===<br />
{{One For All (Long War) |align=left |text=1}}<br />
===Opportunist ===<br />
{{Opportunist (Long War) |align=left |text=1}}<br />
===Packmaster ===<br />
{{Packmaster (Long War) |align=left |text=1}}<br />
===Paramedic ===<br />
{{Paramedic (Long War) |align=left |text=1}}<br />
===Platform Stability ===<br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
===Precision Shot ===<br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
===Ranger ===<br />
{{Ranger (Long War) |align=left |text=1}}<br />
===Rapid Fire ===<br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
===Rapid Reaction ===<br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
===Reactive Targeting Sensors ===<br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
===Ready For Anything ===<br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
===Repair ===<br />
{{Repair (Long War) |align=left |text=1}}<br />
===Repair Servos ===<br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
===Resilience ===<br />
{{Resilience (Long War) |align=left |text=1}}<br />
===Revive ===<br />
{{Revive (Long War) |align=left |text=1}}<br />
===Run and Gun ===<br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
===Sapper ===<br />
{{Sapper (Long War) |align=left |text=1}}<br />
===Savior ===<br />
{{Savior (Long War) |align=left |text=1}}<br />
===Sentinel ===<br />
{{Sentinel (Long War) |align=left |text=1}}<br />
===Sentinel Module ===<br />
{{Sentinel Module (Long War) |align=left |text=1}}<br />
===Sharpshooter ===<br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
===Shock Absorbent Armor ===<br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
===Shock And Awe ===<br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
===Shredder Ammo ===<br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
===Smoke And Mirrors ===<br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
===Smoke Grenade ===<br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
===Snapshot ===<br />
{{Snapshot (Long War) |align=left |text=1}}<br />
===Sprinter ===<br />
{{Sprinter (Long War) |align=left |text=1}}<br />
===Squadsight ===<br />
{{Squadsight (Long War) |align=left |text=1}}<br />
===Steadfast ===<br />
{{Steadfast (Long War) |align=left |text=1}}<br />
===Suppression ===<br />
{{Suppression (Long War) |align=left |text=1}}<br />
===Tactical Sense ===<br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
===Tandem Warheads ===<br />
{{Tandem Warheads (Long War) |align=left |text=1}}<br />
===Vital Point Targeting ===<br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
===Will To Survive ===<br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
<br />
==Gene Mods==<br />
<br />
''(see also: [[Gene_Mods_%28Long_War%29|Gene Mods]])''<br />
<br />
===Adaptive Bone Marrow===<br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
===Adrenal Neurosympathy===<br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
===Bioelectric Skin ===<br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
===Depth Perception ===<br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
===Hyper-Reactive Pupils ===<br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
===Iron Skin ===<br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
===Muscle Fiber Density ===<br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
===Neural Damping ===<br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
===Secondary Heart ===<br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
===Smart Macrophages ===<br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
==Officer Training==<br />
<br />
''(See also: [http://http://ufopaedia.org/index.php?title=Officers_%28Long_War%29 Officers])''<br />
<br />
===Band Of Warriors ===<br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
===Esprit De Corps ===<br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
===Fortiores Una ===<br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
===Into The Breach ===<br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
===Lead By Example ===<br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
===Legio Patria Nostra ===<br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
===So Others May Live ===<br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
===So Shall You Fight ===<br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
===Semper Vigilans ===<br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
===Stay Frosty ===<br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
===Combined Arms ===<br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
<br />
<br />
==Psionic Abilities==<br />
<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
===Distortion Field ===<br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
===Telekinetic Field ===<br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
===Mind Control ===<br />
{{Mind Control (Long War) |align=left |text=1}}<br />
===Mind Merge ===<br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
===Mindfray ===<br />
{{Mindfray (Long War) |align=left |text=1}}<br />
===Neural Feedback ===<br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
===Psi Inspiration ===<br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
===Psi Panic ===<br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
<br />
===Psychokinetic Strike ===<br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
===Regen Biofield ===<br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
===Rift ===<br />
{{Rift (Long War) |align=left |text=1}}<br />
<br />
<br />
[[Category: Long War]]</div>Neverim