https://www.ufopaedia.org/api.php?action=feedcontributions&user=Pathologic&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T11:13:25ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Difficulty_(LWR)&diff=118392Difficulty (LWR)2024-02-14T21:52:56Z<p>Pathologic: Fixed typo</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== Expectations ==<br />
<br />
'''LWR Easy''' is easier than '''Long War 1.0 Normal'''.<br />
<br />
'''LWR Classic''' is similar to '''Long War 1.0 Classic'''.<br />
<br />
'''LWR Brutal''' is around as hard as '''Long War 1.0 Impossible'''.<br />
<br />
'''LWR Impossible''' is tough, unforgiving, and will sometimes feel '''Impossible'''. <br />
<br />
Playing '''Ironman''' is like jumping all the difficulties up another notch.<br />
<br />
It's probably best to start out a little easier if you've never played LWR before.<br />
<br />
Larger UFOs and swarming abductions are quite challenging -- treat them with respect and do not rule out retreating. <br />
<br />
Expect to have satellites shot down, to not be able to stop a lot of UFOs, to lose soldiers, to lose missions, and to lose around 1 country per month (give or take).<br />
<br />
If you are wondering how your campaign is faring (especially after a few squad wipes), use the grade the council gives you at the end of the month as a good indicator. This grade reflects how well you are doing in your campaign and how likely you are to pass it. C or higher is a good grade.<br />
<br />
Last, ''if you feel like being masochistic and decide to play on impossible'': please expect to lose many (literally many) times before you even come close to winning. Expect the game to feel unfair and punishing. I'd recommend treating impossible as more of a "How far can you get?" rather then a "Can you beat the game?". Impossible in Long War Rebalance is much harder than that difficulty was in Long War 1.0.<br />
<br />
==Difficulty Levels==<br />
<br />
In Long War Rebalance, difficulty levels scale many different aspects of the game. Difficulty level can also affects perks like the effectiveness of the Outsiders' Growth ability. <br />
<br />
To select the Pain difficulty you must click down on Impossible difficulty and then press the space bar. It is intentionally somewhat hidden.<br />
<br/><br/><br />
{| class="wikitable" style="max-width: 1800px;"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="15" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Vigilo_Confido_shield.png|24px]]</div>&nbsp;'''Strategic Changes'''<br />
|- align="center"<br />
! Difficulty <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | <div align=center style="display:table-cell; background:#333333; height:32px; width:32px; vertical-align:middle">[[File:Event Research2.jpg|link=Research (LWR)|32px|Research required]]</div>'''XCOM Research Speed'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br>'''Alien Level Up Speed'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:PENALTY PANICKED.png|33px]]<br>'''Initial Panic'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:PENALTY PANICKED.png|33px]]<br>'''Panic Reduction per Defector'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Meld Icon}}'''Starting Power'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Credits Long War.png|33px]]<br>'''Home Country Daily Credits'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{AA Icon}}'''UFO Alloy Yield''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Elerium Icon}}'''UFO Elerium Yield'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Weapon Fragments Icon}}'''Fragment Yields'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Meld Icon}}'''Meld Yields'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br>'''UFO HP'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Damage Long War.png|31px]]<br/>'''Injury and Fatigue Times'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:RANK_SQUADDIE.png|31px]]<br>'''Monthly Soldiers'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Fire_In_The_Hole.png|31px]]<br>'''Starting SHIVs'''<br />
|- align="center"<br />
| style="width: 6%;" | Easy<br />
| style="width: 7%;" | 150% <br />
| style="width: 6%;" | 80%<br />
| style="width: 6%;" | 500 <br />
| style="width: 7%;" | 6<br />
| style="width: 6%;" | 45<br />
| style="width: 6%;" | 60<br />
| style="width: 6%;" | 100% <br />
| style="width: 6%;" | 100% <br />
| style="width: 6%;" | 100% <br />
| style="width: 6%;" | 100% <br />
| style="width: 6%;" | 50%<br />
| style="width: 6%;" | 80%<br />
| style="width: 6%;" | 3<br />
| style="width: 6%;" | 4<br />
|- align="center"<br />
|Classic || 133% || 90% || 600 || 5 || 40 || 55 || 80% || 80% || 83% || 83% || 60% || 90% || 2 || 3<br />
|- align="center"<br />
|Brutal || 117% || 100% || 700 || 4 || 35 || 50|| 60% || 60% || 67% || 67% || 80% || 100% || 1 || 2<br />
|- align="center"<br />
|Impossible || 100% || 110% || 800 || 3 || 30 || 45 || 50% || 50% || 50% || 50% || 100% || 110% || 0 || 1<br />
|- align="center"<br />
|Pain || 83% || 120% || 900|| 2 || 25 || 40 || 40% || 40% || 33% || 33% || 120% || 120% || 0 || 0<br />
|}<br />
<br />
{| class="wikitable" style="max-width: 1800px;"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="14" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Head red 2.png|20px]]</div>&nbsp;&nbsp;'''Alien Changes'''<br />
|- align="center"<br />
! Difficulty <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Damage Long War.png|31px]]<br/>'''Base Damage'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br/>'''Base HP''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:HEAVY WILLTOSURVIVE.png|32px]]<br/>'''Base DR'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Aim_Long_War.png|31px]]<br/>'''Aim'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Will_Long_War.png|31px]]<br/>'''Will''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Mobility Long War.png|31px]]<br/>'''Mobility''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Defense_Long_War.png|31px]]<br/>'''Base Defense''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br/>'''Alien Level<br>Attribute Gains'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ALIEN_LAUNCH.png|32px]]<br/>'''OW Chance<br>(Drop-in/Launch)'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br/>'''Prepared Chance (0/1/2 Active)'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY_GHOST.png|32px]]<br/>'''Sneak Mode / CR when no LoS'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:RANK_SQUADDIE.png|31px]]<br>'''Temple Squad Size'''<br />
|- align="center"<br />
| style="width: 7%;" | Easy<br />
| style="width: 7%;" | -2 <br />
| style="width: 7%;" | 50% <br />
| style="width: 7%;" | 50% <br />
| style="width: 7%;" | -20 <br />
| style="width: 7%;" | -20 <br />
| style="width: 7%;" | -1.3<br />
| style="width: 7%;" | 50% <br />
| style="width: 7%;" | 50% <br />
| style="width: 7%;" | 25%<br />
| style="width: 8%;" | 0/0/0%<br />
| style="width: 7%;" | No<br />
| style="width: 7%;" | 11<br />
|- align="center"<br />
|Classic || -1 || 75% || 75% || -10 || -10 || -0.6 || 75% || 67% || 50% || 10/0/0% || No || 10<br />
|- align="center"<br />
|Brutal || 0 || 100% || 100% || 0 || 0 || 0 || 100% || 83% || 75% || 35/10/0% || No || 9<br />
|- align="center"<br />
|Impossible* || +1 || 125% || 125% || +10 || +10 || +0.6 || 125% || 100% || 100% || 100/35/10% || Yes || 8<br />
|- align="center"<br />
|Pain* || +2 || 150% || 150% || +20 || +20 || +1.3 || 150% || 117% || 100% || 100% || Yes || 7<br />
|}<br />
<br />
{| class="wikitable" style="width: 400px"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="8" style="padding: 6px;" | '''First Mission Alien Count'''<br />
|- align="center"<br />
! style="padding: 4px;" | Difficulty !! style="padding: 4px;" | Sectoids/Drones !! style="padding: 4px;" | Outsiders<br />
|- align="center"<br />
|Easy|| 5 || -<br />
|- align="center"<br />
|Classic || 6 || -<br />
|- align="center"<br />
|Brutal || 6 || 1<br />
|- align="center"<br />
|Impossible || 7 || 1<br />
|- align="center"<br />
|Pain || 8 || 2<br />
|}<br />
<br />
== Difficulty Curve == <br />
<br />
'''Long War Rebalance''' is designed for players of all skill levels, offering a greater range of difficulties and even more Second Wave options to customize your experience.<br />
<br />
In general, Easy difficulty is easier and Impossible is harder (vs Long War 1.0). Veteran Long War players who are new to this mod should seriously consider dropping their difficulty a level or two as the mod can take some experience to get used to.<br />
<br />
The difficulty curve is also adjusted so that the game starts off easier and gets significantly harder as the game progresses. The exception to this is impossible level difficulty that starts off extremely difficult and continues at that level throughout the entire campaign.</div>Pathologichttps://www.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&diff=118391Start Bonuses (LWR)2024-02-14T21:17:57Z<p>Pathologic: Fixed typo</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
At the beginning of a campaign, you must select a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of starting bonuses to choose from.<br />
<br />
== Table of Start Bonuses ==<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|- <br />
|+<br />
|- <br />
! colspan="5" style="padding: 6px;" | '''Country Starting Bonuses'''<br />
|- <br />
! style="padding: 4px;" | Continent !! style="padding: 4px;" | Country !! style="padding: 4px;" | Starting Credits !! style="padding: 4px;" | Bonus !! style="padding: 4px;" | Description <br />
|- <br />
| rowspan="6" style="background-color: #eaecf0; min-width:84px;" | '''Africa''' <br />
| style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt'''<br />
| style="min-width:80px;" | §600<br />
| style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 30%.<br />
|- <br />
| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §800|| style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with +1.3 mobility.<br />
|- <br />
| style="color: #555;" | '''''Advanced Conversion''''' || MECs start with +1.3 mobility, +5 base HP, +15 aim, +15 will, and +15 base DR.<br />
|- <br />
| style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +15 base DR.<br />
|- <br />
| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §750|| style="color: #555;" | '''''Resourceful''''' || Additional salvage teams from UFOs will recover double the alloys, elerium, and weapon fragments without additional cost. Start with Advanced Scavenging [For a cost, scavenging teams can attain additional resources from UFOs].<br />
|- <br />
| style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP.<br />
<br />
|- style="background-color: #ececec;"<br />
| rowspan="11" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "2" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "2" | §850 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All biosoldiers start with +1 HP, +5 aim, and +5 will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed.<br />
<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Robotics''''' || +20 aim bonus for SHIVs and MEC troopers.<br />
<br />
|- style="background-color: #ececec;"<br />
| rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §750 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator) and 10 extra engineers in your base. Removes the maintenance cost of workshops.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses and wrecks increased by 10x. Credits from selling alien captives increased by 20x.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Deus Ex''''' || Acquiring any genetic modification grants both gene mods for that body part.<br />
|- style="background-color: #ececec;"<br />
| rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="2" | §800 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories and their adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions. Start with 100 weapon fragments (modified by campaign length) and 100 elerium. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Jai Jawan''''' || Start with 2 extra Interceptors and increase aircraft fire rate by 80%.<br />
|- style="background-color: #ececec;"<br />
| rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §750 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 7 credits each day instead of having an upkeep cost. Start with 6 steam vents at the bottom of the 2nd and 5th building columns in the base (instead of 1 steam vent on the middle of the 4th floor). <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Ghost In the Machine''''' || Start with 2 extra SHIVs and all SHIVs receive +30 aim.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Kiryu-Kai Commander''''' || Start with an additional soldier: a Japanese Master Sergeant of a random class with Perseverance [Fatigue and injury times reduced by 50%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 3x the number of months passed.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Global Networking''''' || Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and countries are 50% more likely to aid in tactical missions with air strikes. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with Grey Market [Gives the ability to sell various equipment and artifacts XCOM has obtained].<br />
|- <br />
| rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §450 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur twice as fast, fulfilled requests provide double country defense, and intel scans are free. <br />
|- <br />
| style="color: #555;" | '''''Foreign Legion''''' || Start with 14 additional soldiers. Reduces soldier salary costs by 50%.<br />
|- <br />
| rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §400 || style="color: #555;" | '''''Skunkworks''''' || Item production time is reduced by 50%. Start with all elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor.<br />
|- <br />
| style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Thermogenerators built on the 4th floor (right side). Facility construction time is reduced by 90%.<br />
|- <br />
| style="color: #555;" | '''''NeoPanzers''''' || MECs and SHIVs start with +1.3 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.<br />
|- <br />
| style="color: #555;" | '''''Militarization''''' || Twice the officer billets are unlocked from all OTS upgrades. Grants an additional unit to aid in UFO Site missions.<br />
|- <br />
| rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §600 || style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +15 base DR.<br />
|-<br />
| style="color: #555;" | '''''Roscosmos''''' || All satellites cost 50% less to build and start with a satellite nexus (instead of a satellite uplink).<br />
|- <br />
| rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | §450 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +12 aim. <br />
|- <br />
| style="color: #555;" | '''''Their Finest Hour''''' || Start with 2 extra interceptors. All aircraft gain 15 dodge and damaged planes have no speed or aim malus. Hiring Repair Crews for damaged aircraft is twice as effective.<br />
|- <br />
| style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 20%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.<br />
|- style="background-color: #ececec;"<br />
| rowspan="10" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="3" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="3" | §700 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 5 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, right of elevator), and a fission generator (1st floor, far right) built. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Cadre''''' || Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 50%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your base. Removes the maintenance cost of laboratories.<br />
|- style="background-color: #ececec;"<br />
| rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §750 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 300 bonus Credits. All soldier salaries are covered by the Benefactor. Council loans are twice as large and have a quarter the surcharge rate. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 350 meld, an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking Fusion Weapons.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0.25% for every psionic rank your soldiers acquire. Soldiers psionically train twice as fast.<br />
|- style="background-color: #ececec;"<br />
| rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | §600 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects cost 80% less. Start with Tactical Rigging [biosoldiers can carry 1 additional equipment], High-Capacity Pistols [Grants 1 additional ammo to all non-electric pistols], Rail Pistols [Grants 10 aim to all pistols], and Reflex Pistols [Grants +35% weapon damage to all pistols] (foundry must be built to benefit).<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and 3 steam vent on the bottom floor (left side). Excavation costs are reduced by 85%. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 80%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker].<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Daredevils''''' || Start with 2 extra interceptors. Pilots gain +50 crit. Combat Patrols are 4x as effective and cause half as much damage to the aircraft.<br />
|- <br />
| rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1500 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with +15 will.<br />
|- <br />
| style="color: #555;" | '''''Public Heroes''''' || Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions.<br />
|- <br />
| rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §1600 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and injury times are reduced by 20%. Start with Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]<br />
|- <br />
| style="color: #555;" | '''''Ready For War''''' || Start with 100 alloys, 50 elerium, 100 weapon fragments (modified by campaign length), and 1 fusion core. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%).<br />
|- <br />
| style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain 5 aim per kill (from 0.5) and +50 crit.<br />
|}<br />
<br/></div>Pathologichttps://www.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&diff=118390Start Bonuses (LWR)2024-02-14T21:16:59Z<p>Pathologic: Fixed typo</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
At the beginning of a campaign, you must select a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of starting bonuses to choose from.<br />
<br />
== Table of Start Bonuses ==<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|- <br />
|+<br />
|- <br />
! colspan="5" style="padding: 6px;" | '''Country Starting Bonuses'''<br />
|- <br />
! style="padding: 4px;" | Continent !! style="padding: 4px;" | Country !! style="padding: 4px;" | Starting Credits !! style="padding: 4px;" | Bonus !! style="padding: 4px;" | Description <br />
|- <br />
| rowspan="6" style="background-color: #eaecf0; min-width:84px;" | '''Africa''' <br />
| style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt'''<br />
| style="min-width:80px;" | §600<br />
| style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || All injury and fatigue times are reduced by 30%.<br />
|- <br />
| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §800|| style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with +1.3 mobility.<br />
|- <br />
| style="color: #555;" | '''''Advanced Conversion''''' || MECs start with +1.3 mobility, +5 base HP, +15 aim, +15 will, and +15 base DR.<br />
|- <br />
| style="color: #555;" | '''''Bred Tough''''' || All biosoldiers and MECs start with +15 base DR.<br />
|- <br />
| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §750|| style="color: #555;" | '''''Resourceful''''' || Additional salvage teams from UFOs will recover double the alloys, elerium, and weapon fragments without additional cost. Start with Advanced Scavenging [For a cost, scavenging teams can attain additional resources from UFOs].<br />
|- <br />
| style="color: #555;" | '''''Survival Training''''' || All biosoldiers start with +4 HP.<br />
<br />
|- style="background-color: #ececec;"<br />
| rowspan="11" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "2" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "2" | §850 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All biosoldiers start with +1 HP, +5 aim, and +5 will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed.<br />
<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Robotics''''' || +20 aim bonus for SHIVs and MEC troopers.<br />
<br />
|- style="background-color: #ececec;"<br />
| rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §750 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator) and 10 extra engineers in your base. Removes the maintenance cost of workshops.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Xeno Market''''' || Credits from selling alien corpses and wrecks increased by 10x. Credits from selling alien captives increased by 20x.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Deus Ex''''' || Acquiring any genetic modification grants both gene mods for that body part.<br />
|- style="background-color: #ececec;"<br />
| rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="2" | §800 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories and their adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions. Start with 100 weapon fragments (modified by campaign length) and 100 elerium. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Jai Jawan''''' || Start with 2 extra Interceptors and increase aircraft fire rate by 80%.<br />
|- style="background-color: #ececec;"<br />
| rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §750 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 7 credits each day instead of having an upkeep cost. Start with 6 steam vents at the bottom of the 2nd and 5th building columns in the base (instead of 1 steam vent on the middle of the 4th floor). <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Ghost In the Machine''''' || Start with 2 extra SHIVs and all SHIVs receive +30 aim.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Kiryu-Kai Commander''''' || Start with an additional soldier: a Japanese Master Sergeant of a random class with Perseverance [Fatigue and injury times reduced by 50%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 3x the number of months passed.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Global Networking''''' || Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and countries are 50% more likely to aid in tactical missions with air strikes. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with Grey Market [Gives the ability to sell various equipment and artifacts XCOM has obtained].<br />
|- <br />
| rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §450 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur twice as fast, fulfilled requests provide double country defense, and intel scans are free. <br />
|- <br />
| style="color: #555;" | '''''Foreign Legion''''' || Start with 14 additional soldiers. Reduces soldier salary costs by 50%.<br />
|- <br />
| rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §400 || style="color: #555;" | '''''Skunkworks''''' || Item production time is reduced by 50%. Start with all elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor.<br />
|- <br />
| style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Thermogenerators built on the 4th floor (right side). Facility construction time is reduced by 90%.<br />
|- <br />
| style="color: #555;" | '''''NeoPanzers''''' || MECs and SHIVs start with +1.3 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.<br />
|- <br />
| style="color: #555;" | '''''Militarization''''' || Twice the officer billets are unlocked from all OTS upgrades. Grants an additional unit to aid in UFO Site missions.<br />
|- <br />
| rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §600 || style="color: #555;" | '''''Uralvagonzavod''''' || Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +15 base DR.<br />
|-<br />
| style="color: #555;" | '''''Roscosmos''''' || All satellites cost 50% less to build and start with a satellite nexus (instead of a satellite uplink).<br />
|- <br />
| rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | §450 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +12 aim. <br />
|- <br />
| style="color: #555;" | '''''Their Finest Hour''''' || Start with 2 extra interceptors. All aircraft gain 15 dodge and damaged planes have no speed or aim malus. Hiring Repair Crews for damaged aircraft is twice as effective.<br />
|- <br />
| style="color: #555;" | '''''Sandhurst''''' || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 20%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.<br />
|- style="background-color: #ececec;"<br />
| rowspan="10" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="3" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="3" | §700 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 5 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, right of elevator), and a fission generator (1st floor, far right) built. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Cadre''''' || Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 50%, half if augmented]. Active and fatigued soldiers gain xp each day equal to 2x the number of months passed.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 20 extra scientists in your base. Removes the maintenance cost of laboratories.<br />
|- style="background-color: #ececec;"<br />
| rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §750 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 300 bonus Credits. All soldier salaries are covered by the Benefactor. Council loans are twice as large and have a quarter the surcharge rate. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 350 meld, an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking Fusion Weapons.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Legacy of Uxmal''''' || Alien Level decreases by 0.25% for every psionic rank your soldiers acquire. Soldiers psionically train twice as fast.<br />
|- style="background-color: #ececec;"<br />
| rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | §600 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects cost 80% less. Start with Tactical Rigging [biosoldiers can carry 1 additional equipment], High-Capacity Pistols [Grants 1 additional ammo to all non-electric pistols], Rail Pistols [Grants 10 aim to all pistols], and Reflex Pistols [Grants +35% weapon damage to all pistols] (foundry must be built to benefit).<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and 3 steam vent on the bottom floor (left side). Excavation costs are reduced by 85%. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 80%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker].<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Daredevils''''' || Start with 2 extra interceptors. Pilots gain +50 crit. Combat Patrols are 4x as effective and cause half as much damage to the aircraft.<br />
|- <br />
| rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §1500 || style="color: #555;" | '''''Vigilis''''' || All biosoldiers units start with +15 will.<br />
|- <br />
| style="color: #555;" | '''''Public Heroes''''' || Gain 2x credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions.<br />
|- <br />
| rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §1600 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and injury times are reduced by 20%. Start with Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]<br />
|- <br />
| style="color: #555;" | '''''Ready For War''''' || Start with 100 alloys, 50 elerium, 100 weapon fragments (modified by campaign length), and 1 fusion core. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%).<br />
|- <br />
| style="color: #555;" | '''''Born to Fly''''' || Start with 2 extra interceptors. Pilots gain 5 aim per kill (from 0.5) and +50 crit..<br />
|}<br />
<br/></div>Pathologichttps://www.ufopaedia.org/index.php?title=Continent_Bonuses_(LWR)&diff=112883Continent Bonuses (LWR)2023-01-12T16:03:35Z<p>Pathologic: Updated NA bonus</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
{| class="wikitable" | style="text-align:centre;"<br />
!colspan="3" style="padding: 5px;" | Bonus for Full Satellite Coverage on a Continent<br />
|-<br />
! Continent !! | Name !! style="text-align:left;padding-left:30px;"| Effect <br />
|-style="text-align:center;"<br />
| style="padding:3px 20px;" | '''North America''' || Air Superiority || style="text-align:left; padding-left:30px;"| Aircraft and aircraft weapons cost 25% less to purchase and maintain. Aircraft weapons fire 15% faster.<br />
|-style="text-align:center;"<br />
| '''South America''' || Fear No Evil || style="text-align:left; padding:3px 30px;"| 20% reduction in worldwide panic increases and income from countries that left the XCOM project still provide 20% of their income.<br />
|-style="text-align:center;"<br />
| '''Asia''' || New Warfare|| style="text-align:left; padding-left:30px;"| Foundry projects have cash, alloy and elerium cost reduced by 35% percent. <br />
|-style="text-align:center;"<br />
| '''Africa''' || style="padding:3px 20px;" |Architects of the Future || style="text-align:left; padding-left:30px;"| Laboratories and Workshops cost 65% less to build and maintain.<br />
|-style="text-align:center;"<br />
| '''Europe''' || Wealth of Nations|| style="text-align:left; padding-left:30px;"| Monthly XCOM funding increased by 10%.<br />
|-<br />
|}</div>Pathologichttps://www.ufopaedia.org/index.php?title=Difficulty_(LWR)&diff=105614Difficulty (LWR)2022-01-18T19:05:49Z<p>Pathologic: /* Difficulty Levels */ Defective Outsiders note removed as DO no longer exists</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== Expectations ==<br />
<br />
'''LWR Normal''' is easier than '''Long War 1.0 Normal'''.<br />
<br />
'''LWR Classic''' is similar to '''Long War 1.0 Classic'''.<br />
<br />
'''LWR Brutal''' is around as hard as '''Long War 1.0 Impossible'''.<br />
<br />
'''LWR Impossible''' is really tough, unforgiving, and will sometimes feel literally '''Impossible'''. <br />
<br />
Playing '''Ironman''' is like jumping all the difficulties up another notch.<br />
<br />
It's probably best to start out a little easier if you've never played LWR before.<br />
<br />
Larger UFOs and swarming abductions are quite challenging -- treat them with respect and do not rule out retreating. <br />
<br />
Expect to have satellites shot down, to not be able to stop a lot of UFOs, to lose soldiers, to lose missions, and to lose around 1 country per month (give or take).<br />
<br />
If you are wondering how your campaign is faring (especially after a few squad wipes), use the grade the council gives you at the end of the month as a good indicator. This grade reflects how well you are doing in your campaign and how likely you are to pass it. C or higher is a good grade.<br />
<br />
Last, ''if you feel like being masochistic and decide to play on impossible'': please expect to lose many (literally many) times before you even come close to winning. Expect the game to feel unfair and punishing. I'd recommend treating impossible as more of a "How far can you get?" rather then a "Can you beat the game?". Impossible in Long War Rebalance is much harder than that difficulty was in Long War 1.0.<br />
<br />
== Regarding the First Mission == <br />
<br />
The first mission is very challenging. It is intended to act as a litmus test to guide you in selecting a difficulty. If you fail the first mission you may consider dropping the difficulty a notch. If you pass the first mission with ease you may consider upping the difficulty a notch. Injuries and even deaths on the first mission are not unreasonable as it is intended to mimic the difficulty you would experience in some of the toughest battles in the mid-late game.<br />
<br />
==Difficulty Levels==<br />
<br />
In Long War Rebalance, difficulty levels scale many different aspects of the game. Unlike Long War, UFO HP and alien stat bonuses from leader levels and research are scaled down on lower difficulties. Difficulty level also affects perks like the effectiveness of the Outsiders' Growth ability, as well as the chance for aliens to use Overwatch when dropping into missions or after using Launch. <br />
<br/><br/><br />
{| class="wikitable" style="max-width: 1480px;"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="13" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Vigilo_Confido_shield.png|24px]]</div>&nbsp;'''Strategic Changes'''<br />
|- align="center"<br />
! Difficulty <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | <div align=center style="display:table-cell; background:#333333; height:32px; width:32px; vertical-align:middle">[[File:Event Research.png|28px|link=Research (LWR)|Research required]]</div>'''XCOM Research Speed'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br>'''Alien Research Speed'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:PENALTY PANICKED.png|33px]]<br>'''Initial Panic'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:PENALTY PANICKED.png|33px]]<br>'''Monthly Panic per Defector'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{AA Icon}}<br>'''UFO Alloy Yield''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Elerium Icon}}<br>'''UFO Elerium Yield'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Weapon Fragments Icon}}<br>'''Fragment Yields'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Meld Icon}}<br>'''Meld Yields'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br>'''UFO HP'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Damage Long War.png|31px]]<br/>'''Injury and Fatigue Times'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:RANK_SQUADDIE.png|31px]]<br>'''Monthly Bonus Soldiers'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Fire_In_The_Hole.png|31px]]<br>'''Number of Starting SHIVs'''<br />
|- align="center"<br />
| style="width: 7%;" | Normal <br />
| style="width: 7%;" | 150% <br />
| style="width: 6%;" | 75%<br />
| style="width: 6%;" | 500 <br />
| style="width: 6%;" | -6<br />
| style="width: 6%;" | 100% <br />
| style="width: 7%;" | 100% <br />
| style="width: 7%;" | 100% <br />
| style="width: 7%;" | 100% <br />
| style="width: 7%;" | 50%<br />
| style="width: 7%;" | 85%<br />
| style="width: 6%;" | 3<br />
| style="width: 6%;" | 4<br />
|- align="center"<br />
|Classic || 133% || 80% || 600 || -5 || 80% || 80% || 83% || 83% || 60% || 90% || 2 || 3<br />
|- align="center"<br />
|Brutal || 117% || 85% || 700 || -4 || 60% || 60% || 77% || 67% || 80% || 95% || 1 || 2<br />
|- align="center"<br />
|Impossible || 100% || 90% || 800 || -3 || 50% || 50% || 67% || 50% || 100% || 100% || 0 || 1<br />
|}<br />
<br />
{| class="wikitable" style="max-width: 1480px;"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="11" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Head red 2.png|20px]]</div>&nbsp;&nbsp;'''Alien Changes'''<br />
|- align="center"<br />
! Difficulty <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Damage Long War.png|31px]]<br/>'''Base Damage'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br/>'''HP''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:HEAVY WILLTOSURVIVE.png|32px]]<br/>'''Flat DR'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Aim_Long_War.png|31px]]<br/>'''Aim'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Will_Long_War.png|31px]]<br/>'''Will''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br/>'''Level Up Attribute Gains'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Defenders Medal 2 (EU2012).png|32px]]<br/>'''Outsider Growth Amount'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:SUPPORT_COVERINGFIRE.png|32px]]<br/>'''Deflection Shield Trigger Chance'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ALIEN_LAUNCH.png|32px]]<br/>'''Drop-in/Launch Overwatch Chance'''<br />
|- align="center"<br />
| style="width: 10%;" | Normal <br />
| style="width: 10%;" | -2 <br />
| style="width: 10%;" | 50% <br />
| style="width: 10%;" | 50% <br />
| style="width: 10%;" | -10 <br />
| style="width: 10%;" | -10 <br />
| style="width: 10%;" | 50% <br />
| style="width: 10%;" | 25% <br />
| style="width: 10%;" | 25%<br />
| style="width: 10%;" | 0%<br />
|- align="center"<br />
|Classic || -1 || 75% || 75% || -5 || -5 || 67% || 50% || 50% || 0%<br />
|- align="center"<br />
|Brutal || 0 || 90% || 100% || 0 || 0 || 83% || 75% || 75% || 50%<br />
|- align="center"<br />
|Impossible || +1 || 100% || 100% || +5 || +5 || 100% || 100% || 100% || 100%<br />
|}<br />
<br />
{| class="wikitable" style="width: 400px"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="8" style="padding: 6px;" | '''First Mission Alien Count'''<br />
|- align="center"<br />
! style="padding: 4px;" | Difficulty !! style="padding: 4px;" | Sectoids !! style="padding: 4px;" | Outsiders<br />
|- align="center"<br />
| style="width: 150px;" | Ease Into It (2nd Wave) || 5 || -<br />
|- align="center"<br />
|Normal || 7 || -<br />
|- align="center"<br />
|Classic || 8 || -<br />
|- align="center"<br />
|Brutal || 9 || 1<br />
|- align="center"<br />
|Impossible || 10 || 2<br />
|}<br />
<br />
== Difficulty Curve == <br />
<br />
'''Long War Rebalance''' is designed for players of all skill levels, offering a greater range of difficulties and even more Second Wave options to customize your experience.<br />
<br />
In general, Normal difficulty is easier and Impossible is harder (vs Long War 1.0). Veteran Long War players who are new to this mod should seriously consider dropping their difficulty a level or two as the mod can take some experience to get used to.<br />
<br />
The difficulty curve is also adjusted so that the game starts off easier and gets significantly harder as the game progresses. <br />
<br />
While the curve looks smooth, it is only an average and an approximation. The actual difficulty of the game varies a lot. Two missions in the same campaign can feel like completely different difficulties.<br />
<br />
{|<br />
|-<br />
| style="padding-left: 10px;" |<br />
[[File:LW_Rebalance_Difficulty.png]]<br />
|}</div>Pathologichttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(LWR)&diff=103237MEC Trooper (LWR)2021-09-21T21:39:12Z<p>Pathologic: /* MEC Classes */ Updated the displayed perks for each MEC class to match current SPEC/TSGT perks</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General == <br />
[[File: Bellator_in_Machina_blue.png|left|192px|]]<br />
<div style="width:520px; height:313px;float:right;">[[File:LWRMEC2.jpg|right|500px]]</div><br />
The '''[[MEC Trooper (Long War)|(M)echanized (E)xoskeletal (C)ybersuit]]''' troopers remain fundamentally the same as in Long War. Although Long War introduced new MEC classes as well as soldier classes, Long War Rebalanced has cut down the former 8 MEC classes into 4, more generalized classes. This also increases flexibility in choosing which soldiers to augment, as each MEC class can be created from 2 different soldier classes.<br />
<br />
As with vanilla, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate damage resistance, making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.<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, more so than normal troopers. 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 (LWR)|psionic]] powers like '''[[Abilities List (LWR)#Mind Fray|Mind Fray]]'''.<br />
<br />
For semantics, MECs are considered ''soldiers'', as opposed to SHIVs which are not. Thus, abilities that cause an affect on ''soldiers'' will still affect MECs. However, MECs are not considered biosoldiers. MECs, SHIVs, and biosoldiers all fall under the broad category ''XCOM units'' or just ''units''.<br />
<div style="clear:both;"></div><br />
<br />
== Augmentation == <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, are eligible for MEC training. <br />
<br />
Augmenting a soldier costs 70 meld and 30 credits and takes 10 + 20% of the soldier's fatigue or wound time in days. This means augmenting a soldier removes 80% of their fatigue or wound time and can be an effective way to get wounded soldiers back on the battlefield.<br />
<br />
MECs (augmented soldiers) cannot become officers, receive genetic modifications, or train in psionics.<br />
<br />
=== Attributes ===<br />
<br />
Augmented soldiers lose all XP and revert to SPEC rank upon being augmented. They also have their mission count reset and will lose all genetic modifications, and psionic abilities.<br />
Their attributes reset to: <br />
<div style="max-width: 350px;"><br />
10 HP, 8.6 mobility, 65 aim, 30 will<br />
</div><br />
For each '''base HP above 8''' (most starting country bonus attributes not considered) the MEC will gain x positive attribute points. The MEC will then gain 0-0.6x mobility, 0-2x health, 0-4x aim, and 0-8x will. Any bonus stats gained are then reduced by 1 (0.6 for mobility).<br />
<br />
For each '''rank above LCPL''' before augmentation, the MEC will receive a ''50% chance'' to gain 0-0.6 mobility, 0-2 health, 0-4 aim, and 0-8 will.<br />
<br />
=== Success Rate ===<br />
<br />
For each '''base HP above 3''' (most starting country bonus attributes not considered) the soldier will gain a 20% chance of augmentation success.<br />
<br />
For every '''10 days of fatigue or injury''' (modified by campaign length) the soldier will lose a 1% chance of augmentation success.<br />
<br />
Failure to convert a soldier into the MEC will occur immediately (if they fail), will consume the augmentation cost, and the soldier will be wounded equivalent to the time they would have spent being augmented.<br />
<br />
==MEC Armamentarium ==<br />
===[[Armor (LWR)#MEC exoskeletons|Armor]]===<br />
<br />
<div style="width:225px;float:right;">[[File:XCOM EW MECTrooper.png|right|200px]]</div><br />
<br />
MEC Suits provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The naming scheme for MEC Suits has been changed to make the different classes and tiers easier to distinguish. The MEC-1 Paladin can be upgraded to either the ''heavy'' HMEC-2 Defender for a focus on more Survivability, or the ''light'' LMEC-2 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.<br />
<br />
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 high degree of tactical flexibility.<br />
<br />
{| class="wikitable" width="75%" style="text-align: center;"<br />
! rowspan="2" | Tier !! colspan="2" rowspan="2" | Variants !! colspan="6" | Stats<br />
|-<br />
! colspan="1" | Armor HP || Defense || DR || Mobility || Secondary Weapon Slots || Equipment Slots<br />
|- <br />
| style="text-align: center;" |'''MEC-1'''<br />
| || Paladin || 10 || 30 || 1 || 0 || 1 || 2<br />
|- <br />
| rowspan="2" style="text-align: center;"| '''MEC-2'''<br />
| style="background-color: #eee;" | '''Light''' <br />
| style="background-color: #eee;" | Valiant<br />
| style="background-color: #eee;" | 6 <br />
| style="background-color: #eee;" | 35 <br />
| style="background-color: #eee;" | 1 <br />
| style="background-color: #eee;" | 2.0 <br />
| style="background-color: #eee;" | 2 <br />
| style="background-color: #eee;" | 2<br />
|-<br />
| '''Heavy''' || Defender || 14 || 10 || 3 || 0 || 2 || 2<br />
|- <br />
| rowspan="4" style="text-align: center;" | '''MEC-3'''<br />
| style="background-color: #eee;" | '''Ultra Light''' <br />
| style="background-color: #eee;" | Vanguard <br />
| style="background-color: #eee;" | 6 <br />
| style="background-color: #eee;" | 40 <br />
| style="background-color: #eee;" | 1 <br />
| style="background-color: #eee;" | 4.6 <br />
| style="background-color: #eee;" | 2 <br />
| style="background-color: #eee;" | 3<br />
|-<br />
| '''Light''' || Vindicator || 10 || 35 || 1 || 2.6 || 3 || 3<br />
|-<br />
| style="background-color: #eee;" | '''Heavy''' <br />
| style="background-color: #eee;" | Dauntless <br />
| style="background-color: #eee;" | 16 <br />
| style="background-color: #eee;" | 10 <br />
| style="background-color: #eee;" | 4 <br />
| style="background-color: #eee;" | 1.3 <br />
| style="background-color: #eee;" | 3 <br />
| style="background-color: #eee;" | 3<br />
|-<br />
| '''Ultra Heavy''' || Devastator || 22 || 0 || 5 || 0 || 2 || 3<br />
|}<br />
'''Light''' variants and the '''MEC-1''' have the perk '''Body Shield'''.<br />
'''Heavy''' variants have the perk '''Damage Control'''.<br />
<br />
===Weapons===<br />
[[Weapons (LWR)#MEC Weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game.<br />
<br />
[[Weapons (LWR)#MEC Secondary Weapons|Secondary Weapons]] include Grenade Launchers, MINE Launchers, Kinetic Strike Modules, Electropulses, and Restorative Mists.<br />
<br />
===[[Equipment (LWR)#MEC equipment|Equipment]]===<br />
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.<br />
<br />
==General Usage==<br />
<br />
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as 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, 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 />
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 Marauder compared to the Assault. Overall the MECs are designed to perform differently than the soldier classes they replace.<br />
<br />
All MECs gain the perk:<br />
{{One For All (LWR)|align=left}}<br />
<br />
===Jaeger===<br />
{|<br />
|- <br />
| style="width: 60px; text-align: center; padding-left: 5px;" | [[File: Class Jaeger (Long War).png|left|54px]] <br />
| colspan="3" style="vertical-align: center; padding-top:0px;" | The '''[[Jaeger (LWR)|Jaeger]]''' is created from the [[Sniper (LWR)|Sniper]] and [[Scout (LWR)|Scout]] classes. Jaegers excel at delivering highly accurate fire at extended range, potentially emptying their entire magazine with '''[[Abilities List (LWR)#In the Zone|In The Zone]]''', destroying many weakened opponents.<br />
|-<br />
| <br />
| style="width:130px; padding: 10px 0 0 10px;" | {{In The Zone (LWR)|align=center}}<br />
| style="width:130px; padding: 0 0 0 10px; position:relative; top: -15px;" | {{Bring Em On (LWR)|align=center}}<br />
| <br />
|}<br />
<br />
===Marauder===<br />
{|<br />
|- <br />
| style="width: 60px; text-align: center; padding-left: 5px;" | [[File: Class Marauder (Long War).png|left|54px]]<br />
| colspan="3" style="vertical-align: center; padding-top: 0px;" | The '''[[Marauder (LWR)|Marauder]]''' is created from the [[Assault (LWR)|Assault]] and [[Infantry (LWR)|Infantry]] classes. Marauders have a more offensive-mobility focus than other MECs, unsurprisingly; and they are the only MEC class that can receive '''[[Abilities List (LWR)#Close Combat Specialist|Close Combat Specialist]]'''. 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 />
|<br />
| style="width: 130px; padding: 10px 0 0 10px;" | {{ Onslaught (LWR)|align=center}}<br />
| style="width: 130px; padding: 0 0 0 10px;" | {{Shock-Absorbent Armor (LWR)|align=center}}<br />
|<br />
|}<br />
<br />
===Goliath===<br />
{|<br />
|- <br />
| style="width: 60px; text-align: center; padding-left: 5px;" | [[File: Class Goliath (Long War).png|left|54px]] <br />
| colspan="3" style="vertical-align: center; padding-top: 0px;" | The '''[[Goliath (LWR)|Goliath]]''' is created from the [[Gunner (LWR)|Gunner]] and [[Rocketeer (LWR)|Rocketeer]] classes. Goliaths have the most Defense-related perks, and thus excel in the tanking role. Goliaths can also utilize various offensive perks such as [[Abilities List (LWR)#Light 'Em Up|Light 'Em Up]] and [[Abilities List (LWR)#Grenadier|Grenadier]].<br />
|-<br />
|<br />
| style="width: 130px; padding: 10px 0 0 10px;" | {{ Absorption Fields (LWR)|align=center}}<br />
| style="width: 130px; padding: 10px 0 0 10px;" | {{ Reactive Targeting Sensors (LWR)|align=center}}<br />
|<br />
|}<br />
<br />
===Shogun===<br />
{|<br />
|- <br />
| style="width: 60px; text-align: center; padding-left: 5px;" | [[File: Class Shogun (Long War).png|left|54px]] <br />
| colspan="3" style="vertical-align: center; padding-top: 0px;" | The '''[[Shogun (LWR)|Shogun]]''' is created from the [[Engineer (LWR)|Engineer]] and [[Medic (LWR)|Medic]] classes. Shoguns are particularly flexbile due to their innate ''Hit and Run'' and range of support perks, granting them the ability to assault, support, and tank by using [[Abilities List (LWR)#One For All|One For All]] after taking other actions.<br />
|-<br />
|<br />
| style="width: 130px; padding: 10px 0 0 10px;" | {{Collateral Damage (LWR)|align=center}}<br />
| style="width: 130px; padding: 10px 0 0 10px;" | {{Packmaster (LWR)|align=center}}<br />
|<br />
|}<br />
<br />
==See also==<br />
*[[Weapons (LWR)|Weapons]]<br />
*[[Armor (LWR)|Armor]]<br />
*[[Equipment (LWR)|Equipment]]<br />
{{Soldiers (LWR) Navbar}}<br />
[[Category: Long War Rebalance]]<br />
[[Category: Soldiers (LWR)]]<br />
[[Category: MECs (LWR)]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&diff=103008Start Bonuses (LWR)2021-09-08T20:51:55Z<p>Pathologic: /* Table of Start Bonuses */ Fixed missing We Have Ways value</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== In General ==<br />
<br />
At the beginning of a campaign, you must select a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of starting bonuses to choose from.<br />
<br />
== Table of Start Bonuses ==<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|- <br />
|+<br />
|- <br />
! colspan="5" style="padding: 6px;" | '''Country Starting Bonuses'''<br />
|- <br />
! style="padding: 4px;" | Continent !! style="padding: 4px;" | Country !! style="padding: 4px;" | Starting Credits !! style="padding: 4px;" | Bonus !! style="padding: 4px;" | Description <br />
|- <br />
| rowspan="6" style="background-color: #eaecf0; min-width:84px;" | '''Africa''' <br />
| style="min-width:80px;" | [[File:Flag of Egypt.png|border|80px]]<br/>'''Egypt'''<br />
| style="min-width:80px;" | §600<br />
| style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || Start with Advanced Repair foundry project, which reduces repair time by 30% for aircraft, mechanized units, and damaged soldier gear.<br />
|- <br />
| rowspan = "3" | [[File:Flag of Nigeria.png|border|80px]]<br/>'''Nigeria''' || rowspan ="3" | §350 || style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with +1.3 mobility.<br />
|- <br />
| style="color: #555;" | '''''Advanced Conversion''''' || MEC augmentation acts if all soldiers have +3 HP. Start with 4 UFO Flight Computers (modified by campaign length). <br />
|- <br />
| style="color: #555;" | '''''Bred Tough''''' || All biosoldiers start with +1 DR and +2 HP. Bonus attributes do not affect MEC augmentation.<br />
|- <br />
| rowspan = "2" | [[File:Flag of South Africa.png|border|80px]]<br/>'''South Africa''' || rowspan ="2" | §300 || style="color: #555;" | '''''Resourceful''''' || Start with the Alien Metallurgy foundry project (+15% bonus alien alloys) and the Alien Nucleonics foundry project (+15% bonus elerium).<br />
|- <br />
| style="color: #555;" | '''''Survival Training''''' || All non-mechanical units start with +4hp. Bonus attributes do not affect MEC augmentation. <br />
<br />
|- style="background-color: #ececec;"<br />
| rowspan="11" style="background-color: #eaecf0;" | '''Asia''' || rowspan = "2" | [[File:Flag of Australia.png|border|80px]]<br/>'''Australia''' || rowspan = "2" | §550 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All non-mechanical units start with +2 HP, +4 aim, and +4 will. Bonus attributes do not affect MEC augmentation or psi training.<br />
<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Robotics''''' || +12 aim bonus for SHIV's and MEC troopers.<br />
<br />
|- style="background-color: #ececec;"<br />
| rowspan = "3" | [[File:Flag of China.png|border|80px]]<br/>'''China''' || rowspan ="3" | §450 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator), 50 alloys, and 20 extra engineers in your base.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Xenological Remedies''''' || Increased credits (Impossible: 7x, Brutal: 8x, Classic: 9x, Normal: 10x) from alien corpse, captive, and wreck sales.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Deus Ex''''' || 90% reduction in genemod meld and Credits cost and modification time. <br />
|- style="background-color: #ececec;"<br />
| rowspan = "2" | [[File:Flag of India.png|border|80px]]<br/>'''India''' || rowspan ="2" | §500 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%), start with 50 elerium, and gain double scientists from all abductions. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Jai Jawan''''' || Start with 2 additional Interceptors, 12 UFO Power Sources (modified by campaign length), and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs].<br />
|- style="background-color: #ececec;"<br />
| rowspan = "4" | [[File:Flag of Japan.png|border|80px]]<br/>'''Japan''' || rowspan ="4" | §450 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators produce 150 credits each month instead of having an upkeep cost. Start with 6 steam vents with no location restrictions (instead of 1 steam vent on the 4th floor). <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +30 aim, and you start the campaign with 2 extra SHIVs.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Kiryu-Kai Commanders''''' || Start with 2 additional Japanese Gunnery Sergeants of a random class.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Global Networking''''' || Intel Scans cost only 50 credits, Grey Market Prices are 30% higher, and sightings on landed/downed UFOs occur twice as often.<br />
|- <br />
| rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | [[File:Flag of France.png|border|80px]]<br/>'''France''' || rowspan ="2" | §450 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 40% faster, fulfilled requests provide 40% additional defense, and intel scans cost 40% less. <br />
|- <br />
| style="color: #555;" | '''''Foreign Legion''''' || Start with 20 additional soldiers. <br />
|- <br />
| rowspan ="4" | [[File:Flag of Germany.png|border|80px]]<br/>'''Germany''' || rowspan ="4" | §400 || style="color: #555;" | '''''Skunkworks''''' || Item production time is reduced by 50%. Start with 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor.<br />
|- <br />
| style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%. <br />
|- <br />
| style="color: #555;" | '''''NeoPanzers''''' || 70% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons. <br />
|- <br />
| style="color: #555;" | '''''Militarization''''' || Soldier costs and arrival time are decreased by 30% and twice the officer billets are unlocked from the Captains and Colonels OTS upgrades.<br />
|- <br />
| rowspan ="2" | [[File:Flag of Russia.png|border|80px]]<br/>'''Russia''' || rowspan ="2" | §600 || style="color: #555;" | '''''Sukhoi Company''''' || Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +10% to hit, +25% penetration, and 10 battle speed, respectively. <br />
|-<br />
| style="color: #555;" | '''''Roscosmos''''' || All satellites cost 40% less to build and start with a satellite nexus (instead of a satellite uplink).<br />
|- <br />
| rowspan ="3" | [[File:Flag of UK.png|border|80px]]<br/>'''United Kingdom''' || rowspan ="3" | §450 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +8 aim. <br />
|- <br />
| style="color: #555;" | '''''Their Finest Hour''''' || Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 10%, respectively. <br />
|- <br />
| style="color: #555;" | '''''Sandhurst''''' || 20% reduction in mission fatigue and missions required to unlock Officer Training School projects. <br />
|- style="background-color: #ececec;"<br />
| rowspan="10" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="3" | [[File:Flag of Canada.png|border|80px]]<br/>'''Canada''' || rowspan ="3" | §400 || style="color: #555;" | '''''Advanced Preparations''''' || Start with 8 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, left of elevator), and a fission generator (1st floor, far right) built. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Cadre''''' || Five of your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain 3xp each day.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator), 50 elerium, and 20 extra scientists in your base. <br />
|- style="background-color: #ececec;"<br />
| rowspan ="3" | [[File:Flag of Mexico.png|border|80px]]<br/>'''Mexico''' || rowspan ="3" | §450 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1400 bonus Credits. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Ancient Artifacts''''' || Start the campaign with 2 Illuminator Gunsights. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Legacy of Uxmal''''' || 8 bonus will, only for the purposes of psionic training. <br />
|- style="background-color: #ececec;"<br />
| rowspan ="4" | [[File:Flag of USA.png|border|80px]]<br/>'''United States''' || rowspan ="4" | §300 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects cost 95% less and XTPs provide 60% more experience. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 80%. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''We Have Ways''''' || Reduces time required for autopsies and interrogations by 80%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker].<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Daredevils''''' || Combat Patrols are twice as effective and cause half as much damage to the aircraft.<br />
|- <br />
| rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | [[File:Flag of Argentina (bordered).png|border|80px]]<br/>'''Argentina''' || rowspan ="2" | §800 || style="color: #555;" | '''''Vigilis''''' || All non-mechanical units start with +20 will. Bonus attributes do not affect psi training. <br />
|- <br />
| style="color: #555;" | '''''Public Heroes''''' || +130% credit, scientist, and engineer rewards from abduction missions. <br />
|- <br />
| rowspan ="3" | [[File:Flag of Brazil.png|border|80px]]<br/>'''Brazil''' || rowspan ="3" | §900 || style="color: #555;" | '''''Jungle Scouts''''' || All non-mechanical units start with +0.6 mobility and +2 HP. Bonus attributes do not affect MEC augmentation. Start with Improved Medkit [+1 Medkit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]<br />
|- <br />
| style="color: #555;" | '''''Ready For War''''' || Start with 200 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).<br />
|- <br />
| style="color: #555;" | '''''Born to Fly''''' || Pilots gain 4 aim per kill instead of 1.<br />
|}<br />
<br/></div>Pathologichttps://www.ufopaedia.org/index.php?title=Attributes_(LWR)&diff=101358Attributes (LWR)2021-06-07T12:56:51Z<p>Pathologic: /* Effects of Attributes */ Throw range correction</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
= Soldier Attributes =<br />
<br />
<div style="width:540px;height:266px;float:right;">[[Image:XCOM-EU Soldiers.jpg|right]]</div><br />
<br />
Soldiers have fully randomized starting attributes. However, the starting 15 soldiers will have preset, non-random attributes. Note that multiple Second Wave options exist that can change this. ''Balanced Soldiers (#31)'' will re-enable the point system for randomly-generated soldiers, and ''Fresh Recruits (#33)'' will replaces the starting 15 soldiers with randomly-generated ones.<br />
<br />
{| class="wikitable" style="max-width: 500px; text-align:center;"<br />
|+<br />
! style="width: 25%;" | <br />
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} range<br />
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} range<br />
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}} range<br />
! style="width: 24%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} range<br />
|- <br />
| style="padding: 5px;" | '''Base Attributes''' || 4 - 8 || 53 - 77 || 20 - 55 || 8.0 - 9.3<br />
|}<br />
<br />
Soldiers all have a Defense attribute of 0.<br />
<br />
Attribute progression for soldier ranks has been altered to provide approximately half of the attributes at the rank of Specialist, and the remaining attributes are distributed over the remaining ranks. This makes it less punishing to lose high-ranking soldiers, and contributes to normalizing the mod's difficulty curve. Each rank increase, a soldier will gain 50 to 150% of the attributes for that rank (this range can be reduced to only 100% if the second wave option ''Predictable Potential (#6)'' is enabled).<br />
<br />
{| class="wikitable" style="max-width: 400px; text-align:center;"<br />
|+<br />
! style="width: 32%;" | Class <br />
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} bonus<br />
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} bonus<br />
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}} bonus<br />
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} bonus<br />
|- <br />
| style="padding: 5px;" | '''Sniper''' || - || 20 || 5 || -<br />
|- <br />
| style="padding: 5px;" | '''Scout''' || - || 10 || 10 || -<br />
|- <br />
| style="padding: 5px;" | '''Infantry''' || 2 || 15 || 20 || 1.3<br />
|- <br />
| style="padding: 5px;" | '''Assault''' || 2 || 5 || 15 || 0.6<br />
|- <br />
| style="padding: 5px;" | '''Gunner''' || 3 || 5 || 5 || -<br />
|-<br />
| style="padding: 5px;" | '''Rocketeer''' || 3 || 5 || 10 || -<br />
|-<br />
| style="padding: 5px;" | '''Medic''' || 1 || 10 || 10 || -<br />
|- <br />
| style="padding: 5px;" | '''Engineer''' || 1 || 5 || 15 || 0.6<br />
|}<br />
<br />
= MEC Attributes =<br />
<br />
Unlike soldiers, MECs gain no will from level ups. Augmenting (chopping) requires a soldier to be at least the rank of LCPL. It then resets their experience to 0 and their rank to SPEC.<br />
<br />
When being augmented their stats are reset to 10 HP, 65 aim, 8.7 mobility and 30 will. MECs will have increased or decreased base stats based on their previous base HP (with 4 HP units being weak MECs and 8+ HP units being strong MECs). Note that Per Ardua Ad Astra, Jungle Scouts, and Survival Training bonuses will not effect this conversion and are adjusted for. If a soldier's base HP is 8, they will not lose any of their reset stats. HP > 8 adds stats after augmentation, while HP < 8 will subtract stats after augmentation. ''This makes HP the most significant stat for a good MEC candidate.''<br />
<br />
This means soldiers with high hp, poor aim, poor mobility, and/or poor will make ideal candidates for augmentation. They also have a 50% chance each to gain 0-0.6 mobility, 0-2 health, 0-4 aim, and 0-8 will for each rank above LCPL they had attained before being augmented. Whether or not these bonus stats are worth augmenting higher ranked soldiers will depend on the situation during each campaign.<br />
<br />
Another important factor to consider when augmenting soldiers is that augmentation will remove 80% of fatigue and injure time. This makes it ideal to augment soldiers who have high amounts of fatigue or injury, though it can decrease the augmentation success rate.<br />
<br />
Augmenting takes 10 + 20% of previous fatigue/wound time in days and the cost is: 30 credits and 70 meld<br />
<br />
{| class="wikitable" style="max-width: 400px; text-align:center;"<br />
|+<br />
! style="width: 32%;" | Class <br />
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} total <br />
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} total <br />
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} bonus<br />
|- <br />
| style="padding: 5px;" | '''Jaeger''' || - || 40 || -<br />
|- <br />
| style="padding: 5px;" | '''Marauder''' || 4 || 10 || -<br />
|- <br />
| style="padding: 5px;" | '''Goliath''' || 6 || 20 || - <br />
|- <br />
| style="padding: 5px;" | '''Shogun''' || 4 || 30 || 0.6<br />
|}<br />
<br />
= Bonus Attribute Boosts =<br />
<br />
Soldiers have a chance to gain +1 in some attributes after each mission.<br />
<br />
The chance to trigger a potential bonus after each mission is 100% for MSGTs, and then half that chance for each rank below MSGT (GSGT:50%, TSGT:25%, etc.).<br />
<br />
The chance to gain an attribute is: 2.5% chance for mobility, 5% chance for HP, 10% chance for aim, and 20% chance for will.<br />
<br />
These chances are increased or reduced by 0.5% for each point (mobility by 0.333 instead of a full point) lower or higher the soldier's attributes are compared to the maximum natural attributes. The final chances are then modified by Campaign Length.<br />
<br />
Thus, the higher a MSGT's attribute is, the less chance they will gain a point in that attribute after each mission. Conversely, the lower a MSGT's attribute is, the more chance they will gain a point in that attribute after each mission.<br />
<br />
<div style="max-width: 580px;"><br />
Maximum Natural Attributes: 9.3 Mobility, 8 HP, 77 Aim, 55 Will<br />
</div><br />
<div style="max-width: 600px;"><br />
Maximum Boosted Attributes: 12.6 Mobility, 18 HP, 97 Aim, 95 Will<br />
</div><br />
<br />
= Effects of Attributes =<br />
<br />
Base HP can affect the attributes of MECs produced through '''[[MEC_Trooper_(LWR)#Augmentation|augmentation]]'''. Base will can affect the success rate and time taken to '''[[Psionic_(LWR)#Success_Rate_and_Training_Time|psionically train]]''' a soldier.<br />
<br />
Certain other abilities are affected by how a soldier's attributes differ from the average values. The averages are:<br />
* 6 HP for soldiers<br />
* 10 HP for MECs<br />
* 30 will for both<br />
<br />
'''Base HP''' modifies '''throw range''', '''rocket scatter''', '''[[Injury_and_Fatigue_(LWR)|injury times]]''', and '''[[Other_Abilities_(LWR)#Bleed_Out|bleed out chance]]''':<br />
*For each HP above/below average, throw range is increased/reduced by 2%<br />
*For each HP above/below average, scatter is reduced/increased by 4%<br />
*For each HP above/below average, injury time is reduced/increased by 4%<br />
*The chance a soldier will ''bleed out'' instead of ''die'' is 10*(Base HP - Overkill Damage)% and cannot exceed 90%<br />
<br />
'''Base will''' modifies '''[[Injury_and_Fatigue_(LWR)|fatigue times]]''':<br />
*For each will above/below average, fatigue times are reduced/increased by 1%</div>Pathologichttps://www.ufopaedia.org/index.php?title=Abilities_List_(LWR)&diff=101316Abilities List (LWR)2021-06-06T19:19:13Z<p>Pathologic: /* Alien Only Perks */ Typo</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]] <br />
__NOTOC__<br />
<div class="toc"><div class="toctitle"><h2>Contents</h2></div><br />
<ul><br />
<li class="toclevel-1 tocsection-1">[[Abilities_List_(LWR)#Normal Perks|<span style="color:black;">1</span>&nbsp;&nbsp;Normal Perks]]<br />
<ul class="mw-collapsible mw-collapsed"><br />
<li>[[Abilities_List_(LWR)#Absorption Fields|Absorption Fields]]</li><br />
<li>[[Abilities_List_(LWR)#Aggression|Aggression]]</li><br />
<li>[[Abilities_List_(LWR)#Awareness|Awareness]]</li><br />
<li>[[Abilities_List_(LWR)#Body Shield|Body Shield]]</li><br />
<li>[[Abilities_List_(LWR)#Bombard|Bombard]]</li><br />
<li>[[Abilities_List_(LWR)#Brawler|Brawler]]</li><br />
<li>[[Abilities_List_(LWR)#Bring 'Em On|Bring 'Em On]]</li><br />
<li>[[Abilities_List_(LWR)#Bullseye|Bullseye]]</li><br />
<li>[[Abilities_List_(LWR)#Close Combat Specialist|Close Combat Specialist]]</li><br />
<li>[[Abilities_List_(LWR)#Close Encounters|Close Encounters]]</li><br />
<li>[[Abilities_List_(LWR)#Collateral Damage|Collateral Damage]]</li><br />
<li>[[Abilities_List_(LWR)#Combat Drugs|Combat Drugs]]</li><br />
<li>[[Abilities_List_(LWR)#Concealment|Concealment]]</li><br />
<li>[[Abilities_List_(LWR)#Critical System Targeting|Critical System Targeting]]</li><br />
<li>[[Abilities_List_(LWR)#Damage Control|Damage Control]]</li><br />
<li>[[Abilities_List_(LWR)#Danger Zone|Danger Zone]]</li><br />
<li>[[Abilities_List_(LWR)#Disabler|Disabler]]</li><br />
<li>[[Abilities_List_(LWR)#Disabling Shot|Disabling Shot]]</li><br />
<li>[[Abilities_List_(LWR)#Double Tap|Double Tap]]</li><br />
<li>[[Abilities_List_(LWR)#Executioner|Executioner]]</li><br />
<li>[[Abilities_List_(LWR)#Extra Conditioning|Extra Conditioning]]</li><br />
<li>[[Abilities_List_(LWR)#Field Medic|Field Medic]]</li><br />
<li>[[Abilities_List_(LWR)#Fire Rocket|Fire Rocket]]</li><br />
<li>[[Abilities_List_(LWR)#First Aid|First Aid]]</li><br />
<li>[[Abilities_List_(LWR)#Flush|Flush]]</li><br />
<li>[[Abilities_List_(LWR)#Fortified|Fortified]]</li><br />
<li>[[Abilities_List_(LWR)#Fragmentation|Fragmentation]]</li><br />
<li>[[Abilities_List_(LWR)#Grenadier|Grenadier]]</li><br />
<li>[[Abilities_List_(LWR)#Grit|Grit]]</li><br />
<li>[[Abilities_List_(LWR)#HEAT Warheads|HEAT Warheads]]</li><br />
<li>[[Abilities_List_(LWR)#Hit and Run|Hit and Run]]</li><br />
<li>[[Abilities_List_(LWR)#Holo Rounds|Holo Rounds]]</li><br />
<li>[[Abilities_List_(LWR)#Impact|Impact]]</li><br />
<li>[[Abilities_List_(LWR)#In The Zone|In The Zone]]</li><br />
<li>[[Abilities_List_(LWR)#Jetboot Module|Jetboot Module]]</li><br />
<li>[[Abilities_List_(LWR)#Killer Instinct|Killer Instinct]]</li><br />
<li>[[Abilities_List_(LWR)#Light .27Em Up|Light Em Up]]</li><br />
<li>[[Abilities_List_(LWR)#Lock N Load|Lock N' Load]]</li><br />
<li>[[Abilities_List_(LWR)#Lone Wolf|Lone Wolf]]</li><br />
<li>[[Abilities_List_(LWR)#Low Profile|Low Profile]]</li><br />
<li>[[Abilities_List_(LWR)#Master Mechanic|Master Mechanic]]</li><br />
<li>[[Abilities_List_(LWR)#Maim|Maim]]</li><br />
<li>[[Abilities_List_(LWR)#Mayhem|Mayhem]]</li><br />
<li>[[Abilities_List_(LWR)#Mechanic|Mechanic]]</li><br />
<li>[[Abilities_List_(LWR)#One For All|One For All]]</li><br />
<li>[[Abilities_List_(LWR)#Onslaught|Onslaught]]</li><br />
<li>[[Abilities_List_(LWR)#Opportunist|Opportunist]]</li><br />
<li>[[Abilities_List_(LWR)#Packmaster|Packmaster]]</li><br />
<li>[[Abilities_List_(LWR)#Penetrator|Penetrator]]</li><br />
<li>[[Abilities_List_(LWR)#Platform Stability|Platform Stability]]</li><br />
<li>[[Abilities_List_(LWR)#Precision Shot|Precision Shot]]</li><br />
<li>[[Abilities_List_(LWR)#Ranger|Ranger]]</li><br />
<li>[[Abilities_List_(LWR)#Rapid Fire|Rapid Fire]]</li><br />
<li>[[Abilities_List_(LWR)#Rapid Reaction|Rapid Reaction]]</li><br />
<li>[[Abilities_List_(LWR)#Reactive Targeting Sensors|Reactive Targeting Sensors]]</li><br />
<li>[[Abilities_List_(LWR)#Ready For Anything|Ready For Anything]]</li><br />
<li>[[Abilities_List_(LWR)#Reconnaissance|Reconnaissance]]</li><br />
<li>[[Abilities_List_(LWR)#Repair|Repair]]</li><br />
<li>[[Abilities_List_(LWR)#Repair Servos|Repair Servos]]</li><br />
<li>[[Abilities_List_(LWR)#Run and Gun|Run and Gun]]</li><br />
<li>[[Abilities_List_(LWR)#Sapper|Sapper]]</li><br />
<li>[[Abilities_List_(LWR)#Savior|Savior]]</li><br />
<li>[[Abilities_List_(LWR)#Sentinel|Sentinel]]</li><br />
<li>[[Abilities_List_(LWR)#Shadowstep|Shadowstep]]</li><br />
<li>[[Abilities_List_(LWR)#Sharpshooter|Sharpshooter]]</li><br />
<li>[[Abilities_List_(LWR)#Shock-Absorbant Armor|Shock-Absorbant Armor]]</li><br />
<li>[[Abilities_List_(LWR)#Shock and Awe|Shock and Awe]]</li><br />
<li>[[Abilities_List_(LWR)#Shredder|Shredder]]</li><br />
<li>[[Abilities_List_(LWR)#Smoke and Mirrors|Smoke and Mirrors]]</li><br />
<li>[[Abilities_List_(LWR)#Snapshot|Snapshot]]</li><br />
<li>[[Abilities_List_(LWR)#Sprinter|Sprinter]]</li><br />
<li>[[Abilities_List_(LWR)#Squadsight|Squadsight]]</li><br />
<li>[[Abilities_List_(LWR)#Steadfast|Steadfast]]</li><br />
<li>[[Abilities_List_(LWR)#Suppression|Suppression]]</li><br />
<li>[[Abilities_List_(LWR)#Tandem Warheads|Tandem Warheads]]</li><br />
<li>[[Abilities_List_(LWR)#Tenacious Defense|Tenacious Defense]]</li><br />
<li>[[Abilities_List_(LWR)#Vital Point Targeting|Vital Point Targeting]]</li><br />
<li>[[Abilities_List_(LWR)#Will To Survive|Will To Survive]]</li><br />
</ul><br />
</li><br />
<li class="toclevel-1 tocsection-1">[[Abilities_List_(LWR)#Alien Only Perks|<span style="color:black;">2</span>&nbsp;&nbsp;Alien Only Perks]]<br />
<ul class="mw-collapsible mw-collapsed"><br />
<li>[[Abilities_List_(LWR)#Blood Call|Blood Call]]</li><br />
<li>[[Abilities_List_(LWR)#Cannon Fire|Cannon Fire]]</li><br />
<li>[[Abilities_List_(LWR)#Deflection Shield|Deflection Shield]]</li><br />
<li>[[Abilities_List_(LWR)#Distortion|Distortion]]</li><br />
<li>[[Abilities_List_(LWR)#Greater Mind Merge|Greater Mind Merge]]</li><br />
<li>[[Abilities_List_(LWR)#Growth|Growth]]</li><br />
<li>[[Abilities_List_(LWR)#Intimidate|Intimidate]]</li><br />
<li>[[Abilities_List_(LWR)#Leap|Leap]]</li><br />
<li>[[Abilities_List_(LWR)#Mind Control|Mind Control]]</li><br />
<li>[[Abilities_List_(LWR)#Overpower|Overpower]]</li><br />
<li>[[Abilities_List_(LWR)#Psi Lance|Psi Lance]]</li><br />
<li>[[Abilities_List_(LWR)#Strangle|Strangle]]</li><br />
<li>[[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]]</li><br />
<br />
</ul><br />
</li><br />
<li class="toclevel-1 tocsection-1">[[Abilities_List_(LWR)#Gene Mods|<span style="color:black;">3</span>&nbsp;&nbsp;Gene Mods]]<br />
<ul class="mw-collapsible mw-collapsed"><br />
<li>[[Abilities_List_(LWR)#Adaptive Bone Marrow|Adaptive Bone Marrow]]</li><br />
<li>[[Abilities_List_(LWR)#Adrenal Neurosympathy|Adrenal Neurosympathy]]</li><br />
<li>[[Abilities_List_(LWR)#Adrenaline Surge|Adrenaline Surge]]</li><br />
<li>[[Abilities_List_(LWR)#Predictive Tracking|Predictive Tracking]]</li><br />
<li>[[Abilities_List_(LWR)#Hyper-Reactive Pupils|Hyper-Reactive Pupils]]</li><br />
<li>[[Abilities_List_(LWR)#Iron Skin|Iron Skin]]</li><br />
<li>[[Abilities_List_(LWR)#Muscle Fiber Density|Muscle Fiber Density]]</li><br />
<li>[[Abilities_List_(LWR)#Neural Damping|Neural Damping]]</li><br />
<li>[[Abilities_List_(LWR)#Secondary Heart|Secondary Heart]]</li><br />
<li>[[Abilities_List_(LWR)#Smart Macrophages|Smart Macrophages]]</li><br />
</ul><br />
</li><br />
<li class="toclevel-1 tocsection-1">[[Abilities_List_(LWR)#Officer Training|<span style="color:black;">4</span>&nbsp;&nbsp;Officer Training]]<br />
<ul class="mw-collapsible mw-collapsed"><br />
<li>[[Abilities_List_(LWR)#Battlefield Aptitude|Battlefield Aptitude]]</li><br />
<li>[[Abilities_List_(LWR)#Combined Arms|Combined Arms]]</li><br />
<li>[[Abilities_List_(LWR)#Camaraderie|Camaraderie]]</li><br />
<li>[[Abilities_List_(LWR)#Cover Tactics|Cover Tactics]]</li><br />
<li>[[Abilities_List_(LWR)#Inspired Tenacity|Inspired Tenacity]]</li><br />
<li>[[Abilities_List_(LWR)#International Warriors|International Warriors]]</li><br />
<li>[[Abilities_List_(LWR)#Show .27Em the Ropes|Show 'Em the Ropes]]</li><br />
<li>[[Abilities_List_(LWR)#Stay Frosty|Stay Frosty]]</li><br />
<li>[[Abilities_List_(LWR)#Strength in Diversity|Strength in Diversity]]</li><br />
<li>[[Abilities_List_(LWR)#Tricks of the Trade|Tricks of the Trade]]</li><br />
</ul><br />
</li><br />
<li class="toclevel-1 tocsection-1">[[Abilities_List_(LWR)#Psionic Abilities|<span style="color:black;">5</span>&nbsp;&nbsp;Psionic Abilities]]<br />
<ul class="mw-collapsible mw-collapsed"><br />
<li>[[Abilities_List_(LWR)#Inner Fire|Inner Fire]]</li><br />
<li>[[Abilities_List_(LWR)#Mind Fray|Mind Fray]]</li><br />
<li>[[Abilities_List_(LWR)#Mind Merge|Mind Merge]]</li><br />
<li>[[Abilities_List_(LWR)#Neural Feedback|Neural Feedback]]</li><br />
<li>[[Abilities_List_(LWR)#Psi Inspire|Psi Inspire]]</li><br />
<li>[[Abilities_List_(LWR)#Psi Mastery|Psi Mastery]]</li><br />
<li>[[Abilities_List_(LWR)#Psi Panic|Psi Panic]]</li><br />
<li>[[Abilities_List_(LWR)#Psychokinetic Strike|Psychokinetic Strike]]</li><br />
<li>[[Abilities_List_(LWR)#Rift|Rift]]</li><br />
<li>[[Abilities_List_(LWR)#Telekinetic Field|Telekinetic Field]]</li><br />
</ul><br />
</li><br />
</ul><br />
</div><br />
<br />
<br />
==Normal Perks== <br />
<table class="wikitable" style="background-color:#fff"><br />
<tr><td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Absorption Fields"></div><br />
{{Absorption Fields (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]]</div><br />
</td><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Aggression"></div><br />
{{Aggression (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Awareness"></div><br />
{{Awareness (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Jaeger (LWR)|Jaeger]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Body Shield"></div><br />
{{Body Shield (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]]</div><br />
</td><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Bombard"></div><br />
{{Bombard (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Brawler"></div><br />
{{Brawler (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Bring 'Em On"></div><br />
{{Bring 'Em On (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Bullseye"></div><br />
{{Bullseye (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]], [[S.H.I.V. (LWR)|SHIV]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Close Combat Specialist"></div><br />
{{Close Combat Specialist (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]], [[Medic (LWR)|Medic]], [[S.H.I.V. (LWR)|SHIV]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Close Encounters"></div><br />
{{Close Encounters (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Collateral Damage"></div><br />
{{Collateral Damage (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Shogun (LWR)|Shogun]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Combat Drugs"></div><br />
{{Combat Drugs (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Medic (LWR)|Medic]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Concealment"></div><br />
{{Concealment (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Scout (LWR)|Scout]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Critical System Targeting"></div><br />
{{Critical System Targeting (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Shogun (LWR)|Shogun]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Damage Control"></div><br />
{{Damage Control (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[S.H.I.V. (LWR)|SHIV]], [[Armor_(LWR)#MEC_exoskeletons|HMEC Suits]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Danger Zone"></div><br />
{{Danger Zone (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Dense Smoke"></div><br />
{{Dense Smoke (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Disabler"></div><br />
{{Disabler (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Disabling Shot"></div><br />
{{Disabling Shot (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Double Tap"></div><br />
{{Double Tap (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Sniper (LWR)|Sniper]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Executioner"></div><br />
{{Executioner (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Sniper (LWR)|Sniper]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Extra Conditioning"></div><br />
{{Extra Conditioning (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]], All [[Soldiers (LWR)|Soldiers]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Field Medic"></div><br />
{{Field Medic (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Medic (LWR)|Medic]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Fire Rocket"></div><br />
{{Fire Rocket (LWR) |align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="First Aid"></div><br />
{{First Aid (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Flush"></div><br />
{{Flush (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]], [[S.H.I.V. (LWR)|SHIV]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Fortified"></div><br />
{{Fortified (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Fragmentation"></div><br />
{{Fragmentation (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Grenadier"></div><br />
{{Grenadier (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Infantry (LWR)|Infantry]], [[Shogun (LWR)|Shogun]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Grit"></div><br />
{{Grit (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="HEAT Warheads"></div><br />
{{HEAT Warheads (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Hit and Run"></div><br />
{{Hit and Run (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Holo Rounds"></div><br />
{{Holo Rounds (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[S.H.I.V. (LWR)|SHIV]], [[Sniper (LWR)|Sniper]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Impact"></div><br />
{{Impact (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Sniper (LWR)|Sniper]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="In The Zone"></div><br />
{{In The Zone (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:'''</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Jetboot Module"></div><br />
{{Jetboot Module (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Killer Instinct"></div><br />
{{Killer Instinct (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Light 'Em Up"></div><br />
{{Light 'Em Up (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[S.H.I.V. (LWR)|SHIV]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Lock N Load"></div><br />
{{Lock n' Load (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Lone Wolf"></div><br />
{{Lone Wolf (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Low Profile"></div><br />
{{Low Profile (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Scout (LWR)|Scout]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Master Mechanic"></div><br />
{{Master Mechanic (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Maim"></div><br />
{{Maim (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Mayhem"></div><br />
{{Mayhem (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]], [[Sniper (LWR)|Sniper]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Mechanic"></div><br />
{{Mechanic (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="One For All"></div><br />
{{One For All (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Onslaught"></div><br />
{{Onslaught (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Marauder (LWR)|Marauder]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Opportunist"></div><br />
{{Opportunist (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Packmaster"></div><br />
{{Packmaster (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Penetrator"></div><br />
{{Penetrator (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Shogun (LWR)|Shogun]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Platform Stability"></div><br />
{{Platform Stability (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Precision Shot"></div><br />
{{Precision Shot (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Ranger"></div><br />
{{Ranger (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Seeker|Seeker]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Rapid Fire"></div><br />
{{Rapid Fire (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Rapid Reaction"></div><br />
{{Rapid Reaction (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Reactive Targeting Sensors"></div><br />
{{Reactive Targeting Sensors (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Ready For Anything"></div><br />
{{Ready For Anything (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Marauder (LWR)|Marauder]], [[Medic (LWR)|Medic]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]] [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Reconnaissance"></div><br />
{{Reconnaissance (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Scout (LWR)|Scout]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Repair"></div><br />
{{Repair (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Repair Servos"></div><br />
{{Repair Servos (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Run and Gun"></div><br />
{{Run and Gun (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Sapper"></div><br />
{{Sapper (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Shogun (LWR)|Shogun]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Savior"></div><br />
{{Savior (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Medic (LWR)|Medic]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Sentinel"></div><br />
{{Sentinel (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Shadowstep"></div><br />
{{Shadowstep (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]], [[Shogun (LWR)|Shogun]], [[Scout (LWR)|Scout]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Sharpshooter"></div><br />
{{Sharpshooter (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Medic (LWR)|Medic]], [[Sniper (LWR)|Sniper]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Shock-Absorbent Armor"></div><br />
{{Shock-Absorbent Armor (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Marauder (LWR)|Marauder]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Shock and Awe"></div><br />
{{Shock And Awe (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Shredder"></div><br />
{{Shredder (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Gunner (LWR)|Gunner]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Smoke and Mirrors"></div><br />
{{Smoke And Mirrors (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Snapshot"></div><br />
{{Snapshot (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Scout (LWR)|Scout]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Sprinter"></div><br />
{{Sprinter (LWR) |align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Scout (LWR)|Scout]], [[S.H.I.V. (LWR)|SHIV]]<br/>'''Aliens:''' All <br />
[[Alien Life Forms (LWR)|Alien Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Squadsight"></div><br />
{{Squadsight (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Steadfast"></div><br />
{{Steadfast (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]], All [[Soldiers (LWR)|Soldiers]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Suppression"></div><br />
{{Suppression (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[S.H.I.V. (LWR)|SHIV]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Thin Man|Thin Man]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Tandem Warheads"></div><br />
{{Tandem Warheads (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Tenacious Defense"></div><br />
{{Tenacious Defense (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Vital Point Targeting"></div><br />
{{Vital Point Targeting (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Will To Survive"></div><br />
{{Will To Survive (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]</div><br />
</td><br />
</tr><br />
</table><br />
<br />
==Alien Only Perks==<br />
<br />
<table class="wikitable" style="background-color:#fff"><br />
<tr><td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Blood Call"></div><br />
{{Blood Call (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Muton|Muton]]</div><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Cannon Fire"></div><br />
{{Cannon Fire (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
</td><br />
<br />
<td style="width:500px;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Deflection Shield"></div><br />
{{Deflection Shield (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Distortion"></div><br />
{{Distortion (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Greater Mind Merge"></div><br />
{{Greater Mind Merge (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Growth"></div><br />
{{Growth (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Intimidate"></div><br />
{{Intimidate (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Muton Berserker|Muton Berserker]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Leap"></div><br />
{{Leap (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Thin Man|Thin Man]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Mind Control"></div><br />
{{Mind Control (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Overpower"></div><br />
{{Overpower (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Psi Lance"></div><br />
{{Psi Lance (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Ethereal|Ethereal]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Psychic Storm"></div><br />
{{Psychic Storm (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Strangle"></div><br />
{{Strangle (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Seeker|Seeker]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Tactical Mobility"></div><br />
{{Tactical Mobility (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>[[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
</td><br />
</tr><br />
</table><br />
<br />
==Gene Mods==<br />
''(See also: [[Gene Mods (LWR)|Gene Mods]])''<br />
<br />
<table class="wikitable" style="background-color:#fff"><br />
<tr><td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Adaptive Bone Marrow"></div><br />
{{Adaptive Bone Marrow (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
</td><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Adrenal Neurosympathy"></div><br />
{{Adrenal Neurosympathy (LWR) |align=center |text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
</td><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Adrenaline Surge"></div><br />
{{Adrenaline Surge (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
</td><br />
</tr><br />
<br />
<tr><td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Predictive Tracking"></div><br />
{{Predictive Tracking (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
</td><br />
<br />
<td style="height:50px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Advanced Perception"></div><br />
{{Advanced Perception (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Iron Skin"></div><br />
{{Iron Skin (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
</td><br />
</tr><br />
<br />
<tr><td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Muscle Fiber Density"></div><br />
{{Muscle Fiber Density (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Neural Damping"></div><br />
{{Neural Damping (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<div style="padding-top:5px;"></div>'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Secondary Heart"></div><br />
{{Secondary Heart (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
</td><br />
</tr><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Smart Macrophages"></div><br />
{{Smart Macrophages (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
</td><br />
</tr><br />
</table><br />
<br />
==Officer Training==<br />
''(See also: [[Officers (LWR)|Officers]])''<br />
<br />
<table class="wikitable" style="background-color:#fff"><br />
<tr><td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Battlefield Aptitude"></div><br />
{{Battlefield Aptitude (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
</td><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Combined Arms"></div><br />
{{Combined Arms (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:&nbsp;<br/>'''XCOM:''' All [[Officers (LWR)|Officers]]<br/>'''Aliens:''' All [[Alien Life Forms (LWR)|Alien Leaders]]</div><br />
</td><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Camaraderie"></div><br />
{{Camaraderie (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
</td><br />
</tr><br />
<br />
<tr><td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Cover Tactics"></div><br />
{{Cover Tactics (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
</td><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Inspired Tenacity"></div><br />
{{Inspired Tenacity (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
</td><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="International Warriors"></div><br />
{{International Warriors (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
</td><br />
</tr><br />
<br />
<tr><td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Show 'Em the Ropes"></div><br />
{{Show 'Em the Ropes (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Stay Frosty"></div><br />
{{Stay Frosty (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Strength in Diversity"></div><br />
{{Strength in Diversity (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Tricks of the Trade"></div><br />
{{Tricks of the Trade (LWR)|align=center|text=1}}<br />
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
</td><br />
</tr><br />
</table><br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic (LWR)|Psionics]])''<br />
<br />
<table class="wikitable" style="background-color:#fff"><br />
<tr><td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Inner Fire"></div><br />
{{Inner Fire (LWR)|align=center |text=1}}<br />
</td><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Insentient Crush"></div><br />
{{Insentient Crush (LWR)|align=center |text=1}}<br />
</td><br />
<br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Mind Fray"></div><br />
{{Mind Fray (LWR)|align=center |text=1}}<br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Mind Merge"></div><br />
{{Mind Merge (LWR)|align=center |text=1}}<br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Countercharge"></div><br />
{{Countercharge (LWR)|align=center |text=1}}<br />
</td><br />
<br />
<td style="vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Psi Inspire"></div><br />
{{Psi Inspire (LWR)|align=center |text=1}}<br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Psi Mastery"></div><br />
{{Psi Mastery (LWR)|align=center |text=1}}<br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Psi Panic"></div><br />
{{Psi Panic (LWR)|align=center |text=1}}<br />
</td><br />
<br />
<td style="vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Psychokinetic Strike"></div><br />
{{Psychokinetic Strike (LWR)|align=center |text=1}}<br />
</td><br />
</tr><br />
<br />
<tr><br />
<td style="vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Rift"></div><br />
{{Rift (LWR)|align=center |text=1}}<br />
</td><br />
<br />
<td style="height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;"><div id="Telekinetic Field"></div><br />
{{Telekinetic Field (LWR)|align=center |text=1}}<br />
</td><br />
</tr><br />
<br />
[[Category: Long War Rebalance]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Injury_and_Fatigue_(LWR)&diff=100763Injury and Fatigue (LWR)2021-05-18T12:41:27Z<p>Pathologic: Removed EC from list of fatigue modifiers</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== Fatigue ==<br />
<br />
=== AP Loss ===<br />
<br />
While fatigued soldiers may still be deployed on missions, they may suffer a loss of APs (Action Points) at the beginning of each their turns. Click on the following to view the effects: [[Other_Abilities_(LWR)#Fatigued_and_Exhausted|Fatigue and Exhaustion]]<br />
<br />
=== Accumulating Fatigue ===<br />
<br />
Soldiers become fatigued after each mission. The fatigue will dissipate if the soldiers have time to rest before going on another mission. Fatigue duration scales with the number of turns that passed during the mission. SHIVs are not affected by fatigue.<br />
<br />
The Second Wave option '''Consistent Fatigue (#35)''' disables fatigue increasing with the number of turns passed and reverts to base fatigue value of '''7 days'''.<br />
<br />
==== Base Fatigue==== <br />
<div style="max-width:540px"> <br />
'''Base Fatigue Time''': +0.5 days of fatigue per turn on a mission<br />
</div><br />
==== Base Fatigue Modifiers ==== <br />
{| class="wikitable" style="text-align:center;"<br />
|+<br />
|-<br />
! style="padding: 5px;" | Ability<br />
! style="padding: 5px 20px;" | Base Fatigue Time<br />
|- <br />
|| '''Months Passed'''<br />
|| +1 day per month<br />
|- <br />
|| '''Commanding Officer'''<br />
|| +30%<br />
|- <br />
|| '''Stay Frosty'''<br />
|| -10%<br />
|-<br />
| style="padding: 0 20px;" | '''Sandhurst'''<br />
|| -15%<br />
|-<br />
|| '''Vortex Armor'''<br />
|| -50%<br />
|- <br />
|| '''Wolverine Blood''' (Second Wave option)<br />
|| -50%<br />
|-<br />
|| '''Base Will''' higher than 30<br />
|| -1% per Base Will<br />
|- <br />
|| '''Base Will''' lower than 30<br />
|| +1% per Base Will<br />
|- <br />
|| '''Difficulty''' (Normal/Classic/Brutal/Impossible)<br />
|| -15%/-10%/-5%/0%<br />
|- <br />
|| '''Campaign Length''' (MLW/NSLW/LW/VLW)<br />
|| x4/x2/x1/x0.5<br />
|}<br />
<br />
==== Fatigued Soldiers on Missions ====<br />
<br />
<div style="max-width: 96%;"><br />
Fatigued soldiers that go on missions will have their pre-mission fatigue added to their new fatigue they gained from the missions (only new fatigue is modified by Base Fatigue Modifiers).<br />
</div><br />
<br />
<div style="max-width: 96%;"><br />
Fatigued soldiers with over 30 days of fatigue (modified by campaign length) that go on a mission will have their fatigue time converted into injury time.<br />
</div><br />
<br />
=== Dealing with Fatigue ===<br />
<br />
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. The last thing you want is for an important mission to come up and only have raw recruits ready to go. <br />
<br />
Once you have researched '''Xenogenetics''' you can give your soldiers a '''Meld Injection''' which will reduce their fatigue/injury time by 20% for the cost of 40 meld.<br />
<br />
SHIVs are excellent at minimizing fatigue spirals (all soldiers in the barracks with fatigue) as not only do they help bolster your roster but they also receive no fatigue, limiting the overall fatigue accumulation.<br />
<br />
== Injury ==<br />
<br />
Any soldier that takes damage beyond their armor HP and into their base HP receives an injury. Even if this loss of HP is healed, the lowest point will count towards an injury. Injuries will prevent a soldier from deploying in future battle until the injury is recovered from.<br />
<br />
=== Accumulating Injuries ===<br />
<br />
==== Base Injury ====<br />
<div style="max-width: 400px;"><br />
'''Base Injury time''': 60 days x Base HP% Lost<br />
</div><br />
<br />
Example: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. This means he lost 1 base HP and all 4 armor HP. His base HP% lost would be 1 of his 5 base HP or 20%. His Base Injury time would then be: 60 days * 20%, or 12 days.<br />
<br />
==== Base Injury Modifiers==== <br />
{| class="wikitable" style="text-align:center;"<br />
|+<br />
|-<br />
! style="padding: 5px;" | Ability<br />
! style="padding: 5px;" | Base Injury Time<br />
|-<br />
|| '''SHIVs'''<br />
|| -50%<br />
|-<br />
|| '''Advanced Repair'''<br />
|| -25% (MECs and SHIVs only)<br />
|- <br />
|| '''Advanced Surgery'''<br />
| style="padding: 0 15px;" | -15% (MECs and soldiers only)<br />
|- <br />
|| '''Advanced Bone Marrow'''<br />
|| -30%<br />
|- <br />
|| '''Will to Survive'''<br />
|| -30%<br />
|- <br />
| style="padding: 0 20px;" | '''Base HP''' higher than 6/10 (soldier/MEC)<br />
|| -4% per Base HP<br />
|- <br />
|| '''Base HP''' lower than 6/10 (soldier/MEC)<br />
|| +4% per Base HP<br />
|- <br />
|| '''Wolverine Blood''' (Second Wave option)<br />
|| -50%<br />
|- <br />
|| '''Difficulty''' (Normal/Classic/Brutal/Impossible)<br />
|| -15%/-10%/-5%/0%<br />
|- <br />
|| '''Campaign Length''' (MLW/NSLW/LW/VLW)<br />
|| x4/x2/x1/x0.5<br />
|}<br />
<br />
==== Fatigued Soldiers and Injuries ==== <br />
<div style="max-width: 700px;"><br />
All fatigue time is converted to injury time when a soldier becomes injured<br />
</div><br />
<br />
=== Dealing with Injuries ===<br />
<br />
Like dealing with fatigue, you should have several teams of units ready at any given point. Injuries can be further reduced by mitigating damage you take. Sturdy units with '''Will to Survive''', SHIVs, and MECs can all take more shots than most soldiers before dipping into their base HP and receiving an injury. Heavy armors and small armor items give more leeway for taking damage without becoming injured.<br />
<br />
Injuries are reduced by simply letting time pass. Each in-game hour in the strategy game reduces injury time by an hour.<br />
<br />
Another way to reduce injuries is once you have researched '''Xenogenetics''' you can give your units (including SHIVs) a '''Meld Injection'''. This will reduce their fatigue/injury time by 20% for the cost of 40 meld.<br />
<br />
The '''Savior''' and '''First Aid''' perks both reduce the lowest amount of HP all soldiers in the squad achieved by 1 HP. Multiple instances of these perks can stack. This means with 2 of these, any soldier that took 2 HP of damage into their base HP would still count as uninjured after the battle.</div>Pathologichttps://www.ufopaedia.org/index.php?title=Incursion_Strength_(LWR)&diff=100614Incursion Strength (LWR)2021-05-11T16:46:28Z<p>Pathologic: /* In General */</p>
<hr />
<div>[[Long_War_Rebalance|Back to Main Page]]<br />
== In General ==<br />
<br />
'''Incursion Strength''' is a measure of the number of aliens that will be sent to each mission. Higher incursion strengths will reward XCOM with a plethora of bonuses but also present more difficult missions. <br />
<br />
Incursion Strength increases as XCOM performs well, and decreases if they perform poorly.<br />
<br />
==Increasing and Decreasing Incursion Strength==<br />
<br />
Incursion Strength starts at 100% and can be modified as follows:<br />
{| class="wikitable" cellpadding="15" style="text-align:center;" <br />
|+<br />
|-<br />
! style="padding: 5px;" | Event<br />
! Incursion Strength modification<br />
|- <br />
|| XCOM successfully completes a mission (except for UFO missions or Alien Base Assaults)<br />
|| +1%<br />
|- <br />
|| A soldier dies with a rank greater than either the number of months passed or 5 (SGT)<br />
|| -1%<br />
|- <br />
|| An Exalt or Abduction mission loss<br />
|| -5%<br />
|- <br />
|| A DLC or Council mission loss<br />
|| -15%<br />
|- <br />
|| A Terror Site or XCOM Defense mission loss<br />
|| -20%<br />
|}<br />
<br />
* A loss applies to any mission where the Skyranger landed and the mission was not a success<br />
* UFO missions and Alien Base Assaults losses do not decrease Incursion Strength<br />
* Incursion Strength is capped between a minimum of 50% and a maximum of 200%, and the minimum increases by 5% per month<br />
* Incursion Strength at or above 120% will be denoted with an additional + sign on landed UFO, terror, and abduction missions<br />
<br />
== Effect of Incursion Strength ==<br />
<br />
The main effect of Incursion Strength is directly increasing the number of aliens on all non-scripted missions.<br />
Number of Aliens = Base Number * Incursion Strength<br />
<br />
However, higher incursion strength also '''directly''' modifies many other aspects of a campaign:<br />
<br />
* The XP gain of all XCOM soldiers<br />
* The rate of XCOM research and engineer production<br />
* The amount of Alloy, Elerium, Weapon Fragments, and most alien artifacts recovered after each mission<br />
* Quick mission bonuses, Council mission rewards, Terror mission credit bonuses, and Council request offers<br />
<br />
==See also==<br />
{{Aliens (LWR) Navbar}}<br />
[[Category: Aliens (LWR)]]<br />
[[Category: Long War Rebalance]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Incursion_Strength_(LWR)&diff=100613Incursion Strength (LWR)2021-05-11T16:46:07Z<p>Pathologic: Minor grammar improvements</p>
<hr />
<div>[[Long_War_Rebalance|Back to Main Page]]<br />
== In General ==<br />
<br />
Incursion Strength is a measure of the number of aliens that will be sent to each mission. Higher incursion strengths will reward XCOM with a plethora of bonuses but also present more difficult missions. <br />
<br />
Incursion Strength increases as XCOM performs well, and decreases if they perform poorly.<br />
<br />
==Increasing and Decreasing Incursion Strength==<br />
<br />
Incursion Strength starts at 100% and can be modified as follows:<br />
{| class="wikitable" cellpadding="15" style="text-align:center;" <br />
|+<br />
|-<br />
! style="padding: 5px;" | Event<br />
! Incursion Strength modification<br />
|- <br />
|| XCOM successfully completes a mission (except for UFO missions or Alien Base Assaults)<br />
|| +1%<br />
|- <br />
|| A soldier dies with a rank greater than either the number of months passed or 5 (SGT)<br />
|| -1%<br />
|- <br />
|| An Exalt or Abduction mission loss<br />
|| -5%<br />
|- <br />
|| A DLC or Council mission loss<br />
|| -15%<br />
|- <br />
|| A Terror Site or XCOM Defense mission loss<br />
|| -20%<br />
|}<br />
<br />
* A loss applies to any mission where the Skyranger landed and the mission was not a success<br />
* UFO missions and Alien Base Assaults losses do not decrease Incursion Strength<br />
* Incursion Strength is capped between a minimum of 50% and a maximum of 200%, and the minimum increases by 5% per month<br />
* Incursion Strength at or above 120% will be denoted with an additional + sign on landed UFO, terror, and abduction missions<br />
<br />
== Effect of Incursion Strength ==<br />
<br />
The main effect of Incursion Strength is directly increasing the number of aliens on all non-scripted missions.<br />
Number of Aliens = Base Number * Incursion Strength<br />
<br />
However, higher incursion strength also '''directly''' modifies many other aspects of a campaign:<br />
<br />
* The XP gain of all XCOM soldiers<br />
* The rate of XCOM research and engineer production<br />
* The amount of Alloy, Elerium, Weapon Fragments, and most alien artifacts recovered after each mission<br />
* Quick mission bonuses, Council mission rewards, Terror mission credit bonuses, and Council request offers<br />
<br />
==See also==<br />
{{Aliens (LWR) Navbar}}<br />
[[Category: Aliens (LWR)]]<br />
[[Category: Long War Rebalance]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Combined_Arms_(LWR)&diff=100208Template:Combined Arms (LWR)2021-03-26T06:28:20Z<p>Pathologic: Update to LWR 1.32</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;">[[File:Fire In The Hole.png|32px|{{{align|center}}}|Combined Arms]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Combined Arms|Combined Arms]]'''{{#if:{{{text|}}}|<br/>''Grants +2 damage to all weapons and equipment. Officer's provide this to the entire squad. +1 Command Charge.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Camaraderie_(LWR)&diff=100207Template:Camaraderie (LWR)2021-03-26T06:27:39Z<p>Pathologic: Update for LWR 1.32</p>
<hr />
<div><div style="{{{topbotpad}}}px 0";><br />
[[File:Council Medal of Honor 1 (EU2012).png|32px|{{{align|center}}}|Camaraderie]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Camaraderie|Camaraderie]]'''{{#if:{{{text|}}}|<br/>''Non-SHIV squad members have a 40% chance (Modified by Campaign Length) to gain +1 aim/will when completing a mission with no soldier deaths. +1 Command Charge.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Difficulty_(LWR)&diff=100140Difficulty (LWR)2021-03-21T02:01:20Z<p>Pathologic: Typo</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== Expectations ==<br />
<br />
'''LWR Normal''' is easier than '''Long War 1.0 Normal'''.<br />
<br />
'''LWR Classic''' is similar to '''Long War 1.0 Classic'''.<br />
<br />
'''LWR Brutal''' is around as hard as '''Long War 1.0 Impossible'''.<br />
<br />
'''LWR Impossible''' is really tough, unforgiving, and will sometimes feel literally '''Impossible'''. <br />
<br />
Playing '''Ironman''' is like jumping all the difficulties up another notch.<br />
<br />
It's probably best to start out a little easier if you've never played LWR before.<br />
<br />
Larger UFOs and swarming abductions are quite challenging -- treat them with respect and do not rule out retreating. <br />
<br />
Expect to have satellites shot down, to not be able to stop a lot of UFOs, to lose soldiers, to lose missions, and to lose around 1 country per month (give or take).<br />
<br />
If you are wondering how your campaign is faring (especially after a few squad wipes), use the grade the council gives you at the end of the month as a good indicator. This grade reflects how well you are doing in your campaign and how likely you are to pass it. C or higher is a good grade.<br />
<br />
Last, ''if you feel like being masochistic and decide to play on impossible'': please expect to lose many (literally many) times before you even come close to winning. Expect the game to feel unfair and punishing. I'd recommend treating impossible as more of a "How far can you get?" rather then a "Can you beat the game?". Impossible in Long War Rebalance is much harder than that difficulty was in Long War 1.0.<br />
<br />
== Regarding the First Mission == <br />
<br />
The first mission is very challenging. It is intended to act as a litmus test to guide you in selecting a difficulty. If you fail the first mission you may consider dropping the difficulty a notch. If you pass the first mission with ease you may consider upping the difficulty a notch. Injuries and even deaths on the first mission are not unreasonable as it is intended to mimic the difficulty you would experience in some of the toughest battles in the mid-late game.<br />
<br />
==Difficulty Levels==<br />
<br />
In Long War Rebalance, difficulty levels scale many different aspects of the game. Unlike Long War, UFO HP and alien stat bonuses from leader levels and research are scaled down on lower difficulties. Difficulty level also affects perks like the effectiveness of the Outsiders' Growth ability, as well as the chance for aliens to use Overwatch when dropping into missions or after using Launch. <br />
<br/><br/><br />
{| class="wikitable" style="max-width: 1480px;"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="15" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Vigilo_Confido_shield.png|24px]]</div>&nbsp;'''Strategic Changes'''<br />
|- align="center"<br />
! Difficulty <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Credits Icon}}<br>'''XCOM Funding'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Credits Icon}}<br>'''Starting Cash''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Power Icon}}<br>'''HQ Power'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | <div align=center style="display:table-cell; background:#333333; height:32px; width:32px; vertical-align:middle">[[File:Event Research.png|28px|link=Research (LWR)|Research required]]</div>'''XCOM Research Speed'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br>'''Alien Level Up Speed'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:PENALTY PANICKED.png|33px]]<br>'''Initial Panic'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:PENALTY PANICKED.png|33px]]<br>'''Country Panic per Month'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{AA Icon}}<br>'''UFO Alloy Yield''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Elerium Icon}}<br>'''UFO Elerium Yield'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Weapon Fragments Icon}}<br>'''Fragment Yields'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | {{Meld Icon}}<br>'''Meld Yields'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br>'''UFO HP'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | '''Injury and Fatigue Times'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:RANK_SQUADDIE.png|31px]]'''Monthly Bonus Soldiers'''<br />
|- align="center"<br />
| style="width: 7%;" | Normal <br />
| style="width: 7%;" | 100% <br />
| style="width: 7%;" | 100% <br />
| style="width: 7%;" | 50 <br />
| style="width: 7%;" | 150% <br />
| style="width: 6%;" | 70%<br />
| style="width: 6%;" | 200 <br />
| style="width: 6%;" | +0<br />
| style="width: 6%;" | 100% <br />
| style="width: 7%;" | 100% <br />
| style="width: 7%;" | 100% <br />
| style="width: 7%;" | 100% <br />
| style="width: 7%;" | 50%<br />
| style="width: 7%;" | 85%<br />
| style="width: 6%;" | 3<br />
|- align="center"<br />
|Classic || 80% || 80% || 40 || 133% || 80% || 400 || +1 || 80% || 80% || 83% || 83% || 60% || 90% || 2<br />
|- align="center"<br />
|Brutal || 60% || 60% || 35 || 117% || 90% || 600 || +2 || 60% || 60% || 77% || 67% || 80% || 95% || 1<br />
|- align="center"<br />
|Impossible || 50% || 50% || 30 || 100% || 100% || 800 || +3 || 50% || 50% || 67% || 50% || 100% || 100% || 0<br />
|}<br />
<br />
{| class="wikitable" style="max-width: 1380px;"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="11" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Head red 2.png|20px]]</div>&nbsp;&nbsp;'''Alien Changes'''<br />
|- align="center"<br />
! Difficulty <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Damage Long War.png|31px]]<br/>'''Base Damage'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Health_Long_War.png|31px]]<br/>'''HP''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Aim_Long_War.png|31px]]<br/>'''Aim'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Will_Long_War.png|31px]]<br/>'''Will''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br/>'''Level Up Attribute Gains'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:Defenders Medal 2 (EU2012).png|32px]]<br/>'''Outsider Growth Chance'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:SUPPORT_COVERINGFIRE.png|32px]]<br/>'''Deflection Shield Trigger Chance'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px; vertical-align: top;" | [[File:ALIEN_LAUNCH.png|32px]]<br/>'''Drop-in/Launch Overwatch Chance'''<br />
|- align="center"<br />
| style="width: 14%;" | Normal <br />
| style="width: 10%;" | -2 <br />
| style="width: 10%;" | 50% <br />
| style="width: 10%;" | -20 <br />
| style="width: 10%;" | -20 <br />
| style="width: 10%;" | 50% <br />
| style="width: 10%;" | 25% <br />
| style="width: 10%;" | 25%<br />
| style="width: 10%;" | 0%<br />
|- align="center"<br />
|Classic || -1 || 75% || -10 || -10 || 67% || 50% || 50% || 0%<br />
|- align="center"<br />
|Brutal || 0 || 90% || 0 || 0 || 83% || 75% || 75% || 50%<br />
|- align="center"<br />
|Impossible || +1 || 100% || +10 || +10 || 100% || 100% || 100% || 100%<br />
|}<br />
<br />
''Note: Outsider growth is disabled when using Second Wave option: '''(#26) Defective Outsiders'''''<br />
<br />
{| class="wikitable" style="width: 400px"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="8" style="padding: 6px;" | '''First Mission Alien Count'''<br />
|- align="center"<br />
! style="padding: 4px;" | Difficulty !! style="padding: 4px;" | Sectoids !! style="padding: 4px;" | Outsiders<br />
|- align="center"<br />
| style="width: 150px;" | Ease Into It (2nd Wave) || 8 || -<br />
|- align="center"<br />
|Normal || 10 || -<br />
|- align="center"<br />
|Classic || 11 || -<br />
|- align="center"<br />
|Brutal || 12 || 1<br />
|- align="center"<br />
|Impossible || 13 || 2<br />
|}<br />
<br />
== Difficulty Curve == <br />
<br />
'''Long War Rebalance''' is designed for players of all skill levels, offering a greater range of difficulties and even more Second Wave options to customize your experience.<br />
<br />
In general, Normal difficulty is easier and Impossible is harder (vs Long War 1.0). Veteran Long War players who are new to this mod should seriously consider dropping their difficulty a level or two as the mod can take some experience to get used to.<br />
<br />
The difficulty curve is also adjusted so that the game starts off easier and gets significantly harder as the game progresses. <br />
<br />
While the curve looks smooth, it is only an average and an approximation. The actual difficulty of the game varies a lot. Two missions in the same campaign can feel like completely different difficulties.<br />
<br />
{|<br />
|-<br />
| style="padding-left: 10px;" |<br />
[[File:LW_Rebalance_Difficulty.png]]<br />
|}</div>Pathologichttps://www.ufopaedia.org/index.php?title=Dev_Console_(LWR)&diff=96692Dev Console (LWR)2020-09-02T07:44:12Z<p>Pathologic: Updated Heater to Laser Heater</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
This is a list of commands, items, perks, research, foundry projects, and others, that can be added/enabled via the developer's console. To activate the dev console, you will need to download the modified Engine.upk file from the [http://www.nexusmods.com/xcom/mods/88/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D88&pUp=1/ Long War Nexus mod page]. <br />
<br />
Some commands, e.g. ''TeleportToCursor'', can only be used in the tactical game (Battlescape) or . Others, e.g. ''GiveItem, GiveTech, and GiveFoundry'', are part of the strategy game, so they will only work in XCOM HQ (Geoscape).<br />
<br />
<br />
===Perks ===<br />
<br />
To add a perk to one of your units, type <i><b>GivePerk</b> [array number]</i> in the console <b>while you are in Battlescape and your mouse pointer is over that unit</b>. To remove a perk, add a <b>-</b> (dash) before the perk name.<br />
*Table columns are sortable, click on the arrows. <br />
*Adding alien perks to Xcom and vice-versa could have some bizarre effects, mostly due to lack of animations for the unit in question to use the new perk. Some units might also not have their AI programmed to make use of the perks you give them, for example Stealth on a Chrysalid. <br />
*You can use the command <b>GivePsiPerks</b> to a selected soldier in both Geo- and Battlescape.<br />
*The command <b>GiveBottomPerks</b> gives the first perks of a soldier's class. (all of them, not just one per promotion)<br />
*The reverse command, <b>GiveTopPerks</b>, gives the top perks of a soldier's class. (all of them, not just one per promotion)<br />
{| class="wikitable sortable" | style="text-align:centre;"<br />
!colspan="3" | Perks list<br />
|-<br />
! scope="col" | Perk Name<br />
! scope="col" | Array Number <br />
! scope="col" | Dev Console name <br />
<br />
|-<br />
|}<br />
<br />
<br />
<br />
===Items ===<br />
To add an item to inventory, type <i><b>GiveItem</b> [name] [amount]</i> in the console while in Geoscape.<br />
*Table columns are sortable, click on the arrows. <br />
{| class="wikitable sortable" | style="text-align:centre;"<br />
!colspan="3" | Items list<br />
|-<br />
! scope="col" | Item name <br />
! scope="col" | Array number <br />
! scope="col" | Dev console name <br />
|-style="text-align:center;"<br />
| Motion Tracker || 222 || END_EXALT_COLLECTIBLES_15<br />
|-style="text-align:center;"<br />
| Sawed-Off Shotgun || 254 || END_VEHICLE_UPGRADES<br />
|-style="text-align:center;"<br />
| LMG || 246 || BEGIN_MEC_ARMOR<br />
|-style="text-align:center;"<br />
| Battle Rifle || 241 || EXALTLoot1<br />
|-style="text-align:center;"<br />
| Machine Pistol ||236 || MecArmor3_Flamethrower_Grenade_Electro<br />
|-style="text-align:center;"<br />
| SMG ||231 || MecArmor2_Flamethrower_Mist<br />
|-style="text-align:center;"<br />
| Marksman's Rifle || 226 || MecArmor1_Kinetic<br />
|-style="text-align:center;"<br />
| Assault Carbine || 32 || SectopodArm<br />
|-style="text-align:center;"<br />
| Seraph Armor || 67 || END_ARMOR<br />
|-style="text-align:center;"<br />
| Aurora Armor || 68 || BEGIN_ITEMS<br />
|-style="text-align:center;"<br />
| Vortex Armor || 65 || ArmorPsi<br />
|-style="text-align:center;"<br />
| SHIV Autocannon || 109 || ShivMinigun<br />
|-style="text-align:center;"<br />
| Rocket Launcher || 218 || ExaltRocketLauncher<br />
|-style="text-align:center;"<br />
| MEC Minigun|| 28|| Chaingun<br />
|-style="text-align:center;"<br />
| Shotgun|| 4 || Shotgun<br />
|-style="text-align:center;"<br />
| Sniper Rifle|| 213 || ExaltSniperRifle<br />
|-style="text-align:center;"<br />
| SAW|| 214|| ExaltLMG<br />
|-style="text-align:center;"<br />
| Assault Rifle || 212|| ExaltAssaultRifle<br />
|-style="text-align:center;"<br />
| Pistol|| 2 ||Pistol<br />
|-style="text-align:center;"<br />
| MEC-1 Paladin||193 || MecArmor1<br />
|-style="text-align:center;"<br />
| MEC-2 Defender||194 || MecArmor2<br />
|-style="text-align:center;"<br />
| MEC-3 Valiant|| 145 || ZombieCorpse<br />
|-style="text-align:center;"<br />
| MEC-4 Dauntless||195 || MecArmor3<br />
|-style="text-align:center;"<br />
| MEC-5 Devastator ||148|| END_EXALT_COLLECTIBLES_23<br />
|-style="text-align:center;"<br />
| MEC-6 Vanguard||191|| END_EXALT_COLLECTIBLES_21<br />
|-style="text-align:center;"<br />
| MEC-7 Vindicator || 210|| END_EXALT_COLLECTIBLES_20<br />
|-style="text-align:center;"<br />
| MEC Augments armor|| 192||MecCivvies<br />
|-style="text-align:center;"<br />
| Leather Jacket|| 66 ||ArmorCovertOps<br />
|-style="text-align:center;"<br />
| SHIV|| 113 ||SHIVDeck_I<br />
|-style="text-align:center;"<br />
| Alloy SHIV|| 114 || SHIVDeck_II<br />
|-style="text-align:center;"<br />
| Hover SHIV|| 115 || SHIVDeck_III<br />
|-style="text-align:center;"<br />
| Shadow Armor||64 || ArmorGhost<br />
|-style="text-align:center;"<br />
| Archangel Armor|| 63 || ArmorArchangel<br />
|-style="text-align:center;"<br />
| Titan Armor || 62|| ArmorTitan<br />
|-style="text-align:center;"<br />
| Laser Pistol|| 8|| LaserPistol<br />
|-style="text-align:center;"<br />
| Laser Rifle|| 215|| ExaltLaserAssaultRifle<br />
|-style="text-align:center;"<br />
| Autolaser || 217 || ExaltHeavyLaser<br />
|-style="text-align:center;"<br />
| Laser Sniper Rifle|| 216|| ExaltLaserSniperRifle<br />
|-style="text-align:center;"<br />
| Laser Scatterer||10 || LaserAssaultGun<br />
|-style="text-align:center;"<br />
| Laser Carbine|| 251|| BEGIN_INTERCEPTOR_CONSUMABLES<br />
|-style="text-align:center;"<br />
| Laser Autocannon|| 149 || BEGIN_CORPSES<br />
|-style="text-align:center;"<br />
| MEC Laser Lance|| 29 || Railgun<br />
|-style="text-align:center;"<br />
| Laser Strike Rifle || 227 || MecArmor1_Flamethrower<br />
|-style="text-align:center;"<br />
| Laser Shatterray|| 232|| MecArmor3_Kinetic_Grenade_Electro<br />
|-style="text-align:center;"<br />
| Laster Heater|| 237|| MecArmor3_Flamethrower_Grenade_ProximityMine<br />
|-style="text-align:center;"<br />
| Laser Battle Rifle ||242 || EXALTLoot2<br />
|-style="text-align:center;"<br />
| Laser Gatler||247 || END_MEC_ARMOR <br />
|-style="text-align:center;"<br />
| Arc Rifle || 253|| END_INTERCEPTOR_CONSUMABLES<br />
|-style="text-align:center;"<br />
| Gauss Rifle|| 3|| AssaultRifle<br />
|-style="text-align:center;"<br />
| Gauss Autorifle||5 || LMG<br />
|-style="text-align:center;"<br />
| Gauss Long Rifle||6 || SniperRifle<br />
|-style="text-align:center;"<br />
| Alloy Cannon||16 || AlloyCannon<br />
|-style="text-align:center;"<br />
| MEC Railgun|| 186|| XPACK_BEGIN_CORPSES<br />
|-style="text-align:center;"<br />
| Recoilless Rifle|| 7|| RocketLauncher<br />
|-style="text-align:center;"<br />
| SHIV Sentry Gun||110 || ShivSentry<br />
|-style="text-align:center;"<br />
| Gauss Carbine || 53|| SoldierNoWeapon<br />
|-style="text-align:center;"<br />
| Alloy Strike Rifle|| 228|| MecArmor2_Kinetic_Grenade<br />
|-style="text-align:center;"<br />
| Gauss Stuttergun|| 233|| MecArmor3_Kinetic_Grenade_ProximityMine<br />
|-style="text-align:center;"<br />
| Gauss AutoPistol|| 238|| MecArmor3_Flamethrower_Mist_Electro<br />
|-style="text-align:center;"<br />
| Heavy Gauss Rifle||243 || EXALTLoot3<br />
|-style="text-align:center;"<br />
| Gauss Machine Gun|| 248|| CorpsePlaceholder2<br />
|-style="text-align:center;"<br />
| Pulse Rifle|| 9 || LaserAssaultRifle<br />
|-style="text-align:center;"<br />
| Pulse Autolaser||11|| HeavyLaser<br />
|-style="text-align:center;"<br />
| Pulse Sniper Rifle|| 12 || LaserSniperRifle<br />
|-style="text-align:center;"<br />
| Superheavy Pulser||111 || ShivLaser<br />
|-style="text-align:center;"<br />
| Pulse Carbine|| 252|| BEGIN_VEHICLE_UPGRADES<br />
|-style="text-align:center;"<br />
| Scatter Blaster||1 || BEGIN_WEAPONS<br />
|-style="text-align:center;"<br />
| MEC Pulse Lance|| 190|| XPACK_END_CORPSES<br />
|-style="text-align:center;"<br />
| Blaster Rifle|| 229|| MecArmor2_Kinetic_Mist<br />
|-style="text-align:center;"<br />
| Pulse Stengun|| 234|| MecArmor3_Kinetic_Mist_Electro<br />
|-style="text-align:center;"<br />
| Blaster||239 || MecArmor3_Flamethrower_Mist_ProximityMine<br />
|-style="text-align:center;"<br />
| Heavy Pulse Rifle || 244|| BEGIN_EXALT_WEAPONS <br />
|-style="text-align:center;"<br />
| Gatling Pulser||249 || END_CORPSES<br />
|-style="text-align:center;"<br />
| Plasma Pistol|| 13 || PlasmaPistol<br />
|-style="text-align:center;"<br />
| Plasma Carbine||14 || PlasmaLightRifle<br />
|-style="text-align:center;"<br />
| Plasma Rifle|| 15 || PlasmaAssaultRifle<br />
|-style="text-align:center;"<br />
| Plasma Sniper|| 18 || PlasmaSniperRifle<br />
|-style="text-align:center;"<br />
| Plasma Novagun|| 17|| HeavyPlasma<br />
|-style="text-align:center;"<br />
| MEC Particle Beam||30 || ParticleBeam<br />
|-style="text-align:center;"<br />
| Blaster Launcher|| 19|| BlasterLauncher<br />
|-style="text-align:center;"<br />
| Superheavy Plasma||112 || ShivPlasma<br />
|-style="text-align:center;"<br />
| Reflex Cannon ||99 || BEGIN_VEHICLES<br />
|-style="text-align:center;"<br />
| Reflex Rifle|| 230|| MecArmor2_Flamethrower_Grenade <br />
|-style="text-align:center;"<br />
| Plasma Stormgun|| 235|| MecArmor3_Kinetic_Mist_ProximityMine<br />
|-style="text-align:center;"<br />
| Plasma Mauler|| 240|| BEGIN_EXALT_COLLECTIBLES<br />
|-style="text-align:center;"<br />
|Heavy Plasma Rifle || 245|| END_EXALT_WEAPONS<br />
|-style="text-align:center;"<br />
|Plasma Dragon || 250|| BEGIN_CAPTIVES<br />
|-style="text-align:center;"<br />
| MEC Flamethrower|| 23|| MecFlameThrower<br />
|-style="text-align:center;"<br />
| MEC Kinetic Strike Module|| 22|| MecKineticArm<br />
|-style="text-align:center;"<br />
| Mec Proximity Mine Launcher||27 || MecProximityMineLauncher<br />
|-style="text-align:center;"<br />
| Mec Electro Pulse|| 26 || MecElectroPulse<br />
|-style="text-align:center;"<br />
| Mec Grenade Launcher||24 || MecGrenadeLauncher<br />
|-style="text-align:center;"<br />
| Mec Restorative Mist ||25 || MecRestorativeMist<br />
|-style="text-align:center;"<br />
| HE Grenade || 81|| FragGrenade<br />
|-style="text-align:center;"<br />
| AP Grenade || 87|| NeedleGrenade<br />
|-style="text-align:center;"<br />
| Concussion Grenade||83 || FlashBang<br />
|-style="text-align:center;"<br />
| Smoke Grenade|| 82 || SmokeGrenade<br />
|-style="text-align:center;"<br />
| Battle Scanner || 97|| BattleScanner<br />
|-style="text-align:center;"<br />
| Alien Grenade|| 84|| AlienGrenade<br />
|-style="text-align:center;"<br />
| Mimic Beacon||88 || MimicBeacon<br />
|-style="text-align:center;"<br />
| Chem Grenade || 86|| GasGrenade<br />
|-style="text-align:center;"<br />
| Shadow Device||85 || GhostGrenade<br />
|-style="text-align:center;"<br />
| Psi Grenade|| 96 || PsiGrenade<br />
|-style="text-align:center;"<br />
| Arc Thrower ||73 || ArcThrower<br />
|-style="text-align:center;"<br />
| Medikit||69 || Medikit<br />
|-style="text-align:center;"<br />
| Combat Stims|| 70|| CombatStims<br />
|-style="text-align:center;"<br />
| Grapple|| 38|| Grapple<br />
|-style="text-align:center;"<br />
| Chitin Plating|| 72|| ChitinPlating<br />
|-style="text-align:center;"<br />
| Alloy Plating|| 75|| ReinforcedArmor<br />
|-style="text-align:center;"<br />
| Mind Shield||71 || MindShield<br />
|-style="text-align:center;"<br />
| Respirator Implant|| 76|| RespiratorImplant<br />
|-style="text-align:center;"<br />
| Reaper Rounds || 78|| ReaperRounds<br />
|-style="text-align:center;"<br />
| Marksman's Scope|| 34|| SectopodHeatRay<br />
|-style="text-align:center;"<br />
| Rocket || 77|| BallisticModule<br />
|-style="text-align:center;"<br />
| Shredder Rocket|| 89|| BEGIN_ALIEN_GRENADES<br />
|-style="text-align:center;"<br />
| Chameleon Suit|| 94|| END_EXALT_COLLECTIBLES_25<br />
|-style="text-align:center;"<br />
| Ceramic Plates|| 95|| END_ALIEN_GRENADES<br />
|-style="text-align:center;"<br />
| Alloy Bipod|| 196|| END_EXALT_COLLECTIBLES_0<br />
|-style="text-align:center;"<br />
| Breaching Ammo|| 197|| END_EXALT_COLLECTIBLES_1<br />
|-style="text-align:center;"<br />
| Impact Vest|| 200|| END_EXALT_COLLECTIBLES_4<br />
|-style="text-align:center;"<br />
| Walker Servos ||202 || END_EXALT_COLLECTIBLES_6<br />
|-style="text-align:center;"<br />
| Neural Gunlink||203 || END_EXALT_COLLECTIBLES_7<br />
|-style="text-align:center;"<br />
| Shredder Ammo || 204|| END_EXALT_COLLECTIBLES_8<br />
|-style="text-align:center;"<br />
| Psi Screen ||205 || END_EXALT_COLLECTIBLES_9<br />
|-style="text-align:center;"<br />
| Illuminator Gunsight||209 || END_EXALT_COLLECTIBLES_13<br />
|-style="text-align:center;"<br />
| Reinforced Armor ||220 || NullPrereq<br />
|-style="text-align:center;"<br />
| Neuroregulator ||224 || END_EXALT_COLLECTIBLES_17<br />
|-style="text-align:center;"<br />
| The Thumper ||129 || END_EXALT_COLLECTIBLES_28<br />
|-style="text-align:center;"<br />
| Tactical Sensors|| 201|| END_EXALT_COLLECTIBLES_5<br />
|-style="text-align:center;"<br />
| Incinerator Module||211|| END_EXALT_COLLECTIBLES_18<br />
|-style="text-align:center;"<br />
| HEAT Ammo||107 || END_VEHICLES<br />
|-style="text-align:center;"<br />
| Counterfire Pods ||123 || END_SHIP_WEAPONS<br />
|-style="text-align:center;"<br />
| Smartshell Pods||124 || END_EXALT_COLLECTIBLES_29<br />
|-style="text-align:center;"<br />
| Weapon Supercoolers|| 128|| END_EXALT_COLLECTIBLES_27<br />
|-style="text-align:center;"<br />
| Autosentry Turret || 130|| END_EXALT_COLLECTIBLES_24<br />
|-style="text-align:center;"<br />
| Adaptive Tracking Pods || 131|| CivilianCorpse<br />
|-style="text-align:center;"<br />
| Core Armoring || 132|| TankCorpse <br />
|-style="text-align:center;"<br />
| Damage Control Pod ||133 || SoldierCorpse <br />
|-style="text-align:center;"<br />
| Advanced Suppression Module || 199|| END_EXALT_COLLECTIBLES_3 <br />
|-style="text-align:center;"<br />
| Elerium Turbos||221 || END_EXALT_COLLECTIBLES_14<br />
|-style="text-align:center;"<br />
| Battle Computer|| 90|| END_EXALT_COLLECTIBLES<br />
|-style="text-align:center;"<br />
| Holo-Targeter|| 108|| END_EXALT_COLLECTIBLES_30<br />
|-style="text-align:center;"<br />
| Alloy-Carbide Plating|| 189|| END_EXALT_COLLECTIBLES_22<br />
|-style="text-align:center;"<br />
| Fuel Cell||178 || DamagedHyperwaveBeacon<br />
|-style="text-align:center;"<br />
| Alien Trophy||98 || END_GRENADES <br />
|-style="text-align:center;"<br />
| Cognitive Enhancer|| 223|| END_EXALT_COLLECTIBLES_16<br />
|-style="text-align:center;"<br />
|SCOPE ||74 || TargetingModule<br />
|-style="text-align:center;"<br />
| Alloy Jacketed Rounds|| 31|| BEGIN_SPECIAL_WEAPONS<br />
|-style="text-align:center;"<br />
| Enhanced Beam Optics || 40|| BEGIN_ALIEN_SHARED_WEAPONS<br />
|-style="text-align:center;"<br />
| Plasma Stellerator|| 48|| END_ALIEN_SHARED_WEAPONS<br />
|-style="text-align:center;"<br />
| Laser Sight|| 79|| END_ITEMS<br />
|-style="text-align:center;"<br />
| Hi Cap Mags|| 80|| BEGIN_GRENADES<br />
|-style="text-align:center;"<br />
| Armor Piercing Ammo||198 ||END_EXALT_COLLECTIBLES_2<br />
|-style="text-align:center;"<br />
| Targeting Module|| 219|| END_EXALT_COLLECTIBLES_19<br />
|-style="text-align:center;"<br />
| Flak Ammo|| 225|| END_EXALT_COLLECTIBLES<br />
|-style="text-align:center;"<br />
|Alien Pistol || 21 || SeekerPlasmaPistol<br />
|-style="text-align:center;"<br />
| Alien Pistol||41 || SectoidPlasmaPistol<br />
|-style="text-align:center;"<br />
| Alien Carbine || 52|| OutsiderWeapon<br />
|-style="text-align:center;"<br />
| Alien Carbine || 42 || PlasmaLightRifle_ThinMan<br />
|-style="text-align:center;"<br />
| Alien Carbine ||43 || PlasmaLightRifle_Floater<br />
|-style="text-align:center;"<br />
| Alien Carbine || 44 || PlasmaLightRifle_Muton<br />
|-style="text-align:center;"<br />
| Alien Rifle || 45 || PlasmaAssaultRifle_Muton<br />
|-style="text-align:center;"<br />
| Alien Rifle || 46||HeavyPlasma_Floater<br />
|-style="text-align:center;"<br />
| Alien Heavy Weapon|| 47||HeavyPlasma_Muton<br />
|-style="text-align:center;"<br />
| Alien Cannon ||20 || MechtoidPlasmaCannon<br />
|-style="text-align:center;"<br />
| Alien Cannon|| 185 ||SectopodChestCannon<br />
|-style="text-align:center;"<br />
| Alien Turret || 33 ||SectopodCannon<br />
|-style="text-align:center;"<br />
| Sectopod Cluster Bomb|| 55 ||SectopodClusterBomb<br />
|-style="text-align:center;"<br />
| Drone Beam || 36 ||DroneBeam<br />
|-style="text-align:center;"<br />
| Alien Cannon || 39 ||CyberdiscWeapon<br />
|-style="text-align:center;"<br />
| Alien Grenade || 92 ||MutonGrenade<br />
|-style="text-align:center;"<br />
| Alien Grenade|| 93||CyberdiscGrenade<br />
|-style="text-align:center;"<br />
| Alien Grenade|| 91 ||FloaterGrenade<br />
|-style="text-align:center;"<br />
| Psi Amp|| 37|| PsiAmp<br />
|-style="text-align:center;"<br />
| Psi Locus ||50 ||ElderWeapon<br />
|-style="text-align:center;"<br />
|Chryssalid Claw || 35 ||ChryssalidClaw<br />
|-style="text-align:center;"<br />
| Seeker Tentacles|| 56 ||SeekerTentacles<br />
|-style="text-align:center;"<br />
|Zombie Fist ||49 || ZombieFist<br />
|-style="text-align:center;"<br />
| Muton Blade|| 51||MutonBlade<br />
|-style="text-align:center;"<br />
| Acid Spit|| 54||Plague<br />
|-style="text-align:center;"<br />
| Tac Vest || 57||END_WEAPONS<br />
|-style="text-align:center;"<br />
| Banshee Armor || 58 || BEGIN_ARMOR<br />
|-style="text-align:center;"<br />
| Tac Armor ||59 || ArmorKevlar<br />
|-style="text-align:center;"<br />
| Carapace Armor || 60 || ArmorCarapace<br />
|-style="text-align:center;"<br />
|Corsair Armor || 61 || ArmorSkeleton<br />
|-style="text-align:center;"<br />
| SHIV ||100 || SHIV<br />
|-style="text-align:center;"<br />
| Alloy SHIV ||101 || SHIV_Alloy<br />
|-style="text-align:center;"<br />
| Hover SHIV || 102|| SHIV_Hover<br />
|-style="text-align:center;"<br />
| Interceptor || 103 ||Interceptor<br />
|-style="text-align:center;"<br />
| Firestorm || 104 ||Firestorm<br />
|-style="text-align:center;"<br />
| Skyranger || 105 ||Skyranger<br />
|-style="text-align:center;"<br />
| Satellite || 106 || Satellite<br />
|-style="text-align:center;"<br />
| Stingray Missiles || 116 || BEGIN_SHIP_WEAPONS<br />
|-style="text-align:center;"<br />
| Phoenix Cannon|| 117|| IntWeap_I<br />
|-style="text-align:center;"<br />
| Avalanche Missiles || 118|| IntWeap_II<br />
|-style="text-align:center;"<br />
|Laser Cannon || 119 || IntWeap_III<br />
|-style="text-align:center;"<br />
| Plasma Cannon|| 120||IntWeap_IV<br />
|-style="text-align:center;"<br />
|EMP Cannon || 121 ||IntWeap_V<br />
|-style="text-align:center;"<br />
| Fusion Lance|| 122 || IntWeap_VI<br />
|-style="text-align:center;"<br />
|Defense Matrix (Dodge) || 125 || IntConsumable_Dodge<br />
|-style="text-align:center;"<br />
| UFO Tracking (Boost) || 126 ||IntConsumable_Boost<br />
|-style="text-align:center;"<br />
|Uplink Targeting (Aim) || 127 || IntConsumable_Hit<br />
|-style="text-align:center;"<br />
| Sectoid Corpse|| 134 || SectoidCorpse<br />
|-style="text-align:center;"<br />
| Sectoid Commander Corpse|| 135 || SectoidCommanderCorpse<br />
|-style="text-align:center;"<br />
| Floater Corpse|| 136 || FloaterCorpse<br />
|-style="text-align:center;"<br />
| Heavy Floater Corpse || 137 || FloaterHeavyCorpse<br />
|-style="text-align:center;"<br />
| Thin Man Corpse || 138 ||ThinManCorpse<br />
|-style="text-align:center;"<br />
| Muton Corpse ||139 || MutonCorpse<br />
|-style="text-align:center;"<br />
| Muton Elite Corpse || 140 ||MutonEliteCorpse<br />
|-style="text-align:center;"<br />
| Berserker Corpse || 141|| BerserkerCorpse<br />
|-style="text-align:center;"<br />
| Cyberdisc Wreck||142 ||CyberdiscCorpse<br />
|-style="text-align:center;"<br />
| Ethereal Corpse|| 143 ||EtherealCorpse<br />
|-style="text-align:center;"<br />
| Cryssalid Carcass || 144 || CryssalidCorpse<br />
|-style="text-align:center;"<br />
| Sectopod Wreck|| 146|| SectopodCorpse<br />
|-style="text-align:center;"<br />
| Drone Wreck|| 147|| DroneCorpse<br />
|-style="text-align:center;"<br />
| Sectoid Captive|| 150 || SectoidCaptive<br />
|-style="text-align:center;"<br />
| Sectoid Commander Captive|| 151|| SectoidCommanderCaptive<br />
|-style="text-align:center;"<br />
| Floater Captive|| 152 || FloaterCaptive<br />
|-style="text-align:center;"<br />
| Floater Heavy Captive|| 153 || FloaterHeavyCaptive<br />
|-style="text-align:center;"<br />
| Thin Man Captive||154 || ThinManCaptive<br />
|-style="text-align:center;"<br />
| Muton Captive|| 155 || MutonCaptive<br />
|-style="text-align:center;"<br />
|Muton Elite Captive|| 156|| MutonEliteCaptive<br />
|-style="text-align:center;"<br />
|Berserker Captive ||157 || BerserkerCaptive<br />
|-style="text-align:center;"<br />
| Ethereal Captive|| 158|| EtherealCaptive<br />
|-style="text-align:center;"<br />
| Phalanx Armor|| 159|| END_CAPTIVES<br />
|-style="text-align:center;"<br />
| Aegis Armor || 160 || BEGIN_COLLECTIBLES<br />
|-style="text-align:center;"<br />
| Elerium ||161 || Elerium115<br />
|-style="text-align:center;"<br />
| Alien Alloys || 162|| AlienAlloys<br />
|-style="text-align:center;"<br />
|Weapon Fragments || 163|| WeaponFragment<br />
|-style="text-align:center;"<br />
|Meld || 164 || Meld<br />
|-style="text-align:center;"<br />
| Alien Entertainment || 165|| AlienEntertainment<br />
|-style="text-align:center;"<br />
| Alien Food || 166|| AlienFood<br />
|-style="text-align:center;"<br />
| Alien Stasis Tank || 167 || AlienStasisTank<br />
|-style="text-align:center;"<br />
| Alien Computer || 168 || UFONavigation<br />
|-style="text-align:center;"<br />
| AlienSurgery || 169 || AlienSurgery<br />
|-style="text-align:center;"<br />
| UFO Power Source || 170 || UFOPowerSource<br />
|-style="text-align:center;"<br />
| Hyperwave Beacon|| 171 || HyperwaveBeacon<br />
|-style="text-align:center;"<br />
|Damaged Alien Entertainment || 172 ||DamagedAlienEntertainment<br />
|-style="text-align:center;"<br />
|Damaged Alien Food || 173 ||DamagedAlienFood<br />
|-style="text-align:center;"<br />
| Damaged Alien StasisTank|| 174 ||DamagedAlienStasisTank<br />
|-style="text-align:center;"<br />
| Damaged UFO Navigation ||175 || DamagedUFONavigation<br />
|-style="text-align:center;"<br />
| Damaged Alien Surgery || 176 ||DamagedAlienSurgery<br />
|-style="text-align:center;"<br />
| Damaged UFO PowerSource || 177||DamagedUFOPowerSource<br />
|-style="text-align:center;"<br />
| Fusion Core || 179 || UFOFusionLauncher<br />
|-style="text-align:center;"<br />
| Ethereal Device || 180 || PsiLink<br />
|-style="text-align:center;"<br />
| Exalt Intel||181 || ExaltIntel<br />
|-style="text-align:center;"<br />
| Kestrel Armor ||182 || END_COLLECTIBLES<br />
|-style="text-align:center;"<br />
| Outsider Shard|| 183 || Base_Shard<br />
|-style="text-align:center;"<br />
| Skeleton Key|| 184||Skeleton_Key<br />
|-style="text-align:center;"<br />
|Mechtoid Core || 187 ||MechtoidCore<br />
|-style="text-align:center;"<br />
|Seeker Corpse || 188 || SeekerCorpse<br />
|-style="text-align:center;"<br />
| Rebuild SHIV|| 206|| END_EXALT_COLLECTIBLES<br />
|-style="text-align:center;"<br />
|Rebuild Alloy SHIV || 207||END_EXALT_COLLECTIBLES<br />
|-style="text-align:center;"<br />
| Rebuild Hover SHIV|| 208||END_EXALT_COLLECTIBLES<br />
|-style="text-align:center;"<br />
| NONE|| 0|| NONE<br />
|-<br />
|}<br />
<br />
===Research projects ===<br />
Type <i><b>GiveTech</b> [name without eTech sign; array number if no name is present]</i> in the console while in Geoscape.<br />
*Table columns are sortable, click on the arrows. <br />
*The command <b>GiveAllTech</b> completes all Research projects and unlocks all Gene mods.<br />
{| class="wikitable sortable" | style="text-align:centre;"<br />
!colspan="3" | Research projects list<br />
|-<br />
! scope="col" | Project Name<br />
! scope="col" | Array Number <br />
! scope="col" | Dev Console name <br />
|-style="text-align:center;" <br />
| Xenobiology || 1 || eTech_Xenobiology<br />
|-style="text-align:center;" <br />
| Xenoneurology || 2 || eTech_ArcThrower<br />
|-style="text-align:center;" <br />
| Alien Operations || 3 || eTech_BaseShard<br />
|-style="text-align:center;" <br />
| Alien Propulsion || 4 || eTech_Firestorm<br />
|-style="text-align:center;" <br />
| Sectoid Commander Autopsy || 5 || eTech_AutopsySectoidCommander<br />
|-style="text-align:center;" <br />
| Alien Communications || 6 || eTech_Hyperwave<br />
|-style="text-align:center;" <br />
| Alien Command and Control || 7 || eTech_PsiLink<br />
|-style="text-align:center;" <br />
| Xenogenetics || 8 || eTech_Meld<br />
|-style="text-align:center;" <br />
| Elerium || 9 || eTech_Elerium<br />
|-style="text-align:center;" <br />
| Mind And Machine || 10 || eTech_PsiArmor<br />
|-style="text-align:center;" <br />
| Advanced Body Armor || 11 || eTech_Armor_Carapace<br />
|-style="text-align:center;" <br />
| Mobile Power Armor || 12 || eTech_Armor_Carapace<br />
|-style="text-align:center;" <br />
| Advanced Power Armor || 13 || eTech_Armor_Titan<br />
|-style="text-align:center;" <br />
| Stealth Systems || 14 || eTech_Armor_Ghost<br />
|-style="text-align:center;" <br />
| Antigrav Systems || 15 || eTech_Armor_ArchAngel<br />
|-style="text-align:center;" <br />
| Alien Weaponry || 16 || eTech_WeaponFragments<br />
|-style="text-align:center;" <br />
| Alien Materials || 17 || eTech_AlienMaterials<br />
|-style="text-align:center;" <br />
| Experimental Warfare || 18 || eTech_Exp_Warfare<br />
|-style="text-align:center;" <br />
| Beam Lasers || 19 || eTech_LaserWeapons<br />
|-style="text-align:center;" <br />
| Advanced Beam Lasers || 20 || eTech_PrecisionLasers<br />
|-style="text-align:center;" <br />
| Pulse Lasers || 21 || eTech_HeavyLasers<br />
|-style="text-align:center;" <br />
| Compact Plasma Weapons || 22 || eTech_Plasma_Pistol<br />
|-style="text-align:center;" <br />
| Plasma Weapons || 23 || eTech_Plasma_Light<br />
|-style="text-align:center;" <br />
| Advanced Plasma Weapons || 24 || eTech_Plasma_Rifle<br />
|-style="text-align:center;" <br />
| Heavy Plasma Weapons || 25 || eTech_Plasma_Heavy<br />
|-style="text-align:center;" <br />
| Precision Plasma Weapons || 26 || eTech_Plasma_Sniper<br />
|-style="text-align:center;" <br />
| Gauss Weapons || 27 || eTech_Alloy_Cannon<br />
|-style="text-align:center;" <br />
| Vehicular Plasma Weapons || 28 || eTech_Plasma_Cannon<br />
|-style="text-align:center;" <br />
| Fusion Weapons || 29 || eTech_Fusion_Launcher<br />
|-style="text-align:center;" <br />
| Advanced Gauss Weapons || 30 || eTech_BlasterLauncher<br />
|-style="text-align:center;" <br />
| Alien Computers || 31 || eTech_AlienNavigation<br />
|-style="text-align:center;" <br />
| Alien Power Systems || 32 || eTech_UFOPowerSource<br />
|-style="text-align:center;" <br />
| Electromagnetic Pulse Weapons || 33 || eTech_EMP<br />
|-style="text-align:center;" <br />
| Interrogate Sectoid || 34 || eTech_InterrogateSectoid<br />
|-style="text-align:center;" <br />
| Interrogate Floater || 35 || eTech_InterrogateFloater<br />
|-style="text-align:center;" <br />
| Interrogate Muton || 36 || eTech_InterrogateMuton<br />
|-style="text-align:center;" <br />
| Interrogate Sectoid Commander || 37 || eTech_InterrogateSectoidCommander<br />
|-style="text-align:center;" <br />
| Interrogate Berserker || 38 || eTech_InterrogateBerserker<br />
|-style="text-align:center;" <br />
| Interrogate Thin Man || 39 || eTech_InterrogateThinMan<br />
|-style="text-align:center;" <br />
| Interrogate Heavy Floater || 40 || eTech_InterrogateHeavyFloater<br />
|-style="text-align:center;" <br />
| Interrogate Muton Elite || 41 || eTech_InterrogateMutonElite<br />
|-style="text-align:center;" <br />
| Interrogate Ethereal || 42 || eTech_InterrogateEthereal<br />
|-style="text-align:center;" <br />
| Sectoid Autopsy || 43 || eTech_AutopsySectoid<br />
|-style="text-align:center;" <br />
| Floater Autopsy || 44 || eTech_AutopsyFloater<br />
|-style="text-align:center;" <br />
| Thin Man Autopsy || 45 || eTech_AutopsyThinMan<br />
|-style="text-align:center;" <br />
| Muton Autopsy || 46 || eTech_AutopsyMuton<br />
|-style="text-align:center;" <br />
| Chryssalid Autopsy || 47 || eTech_AutopsyCryssalid<br />
|-style="text-align:center;" <br />
| Advanced Pulse Lasers || 48 || eTech_AutopsyZombie<br />
|-style="text-align:center;" <br />
| Cyberdisc Autopsy || 49 || eTech_AutopsyCyberdisc<br />
|-style="text-align:center;" <br />
| Berserker Autopsy || 50 || eTech_AutopsyBerserker<br />
|-style="text-align:center;" <br />
| Heavy Floater Autopsy || 51 || eTech_AutopsyHeavyFloater<br />
|-style="text-align:center;" <br />
| Muton Elite Autopsy || 52 || eTech_AutopsyMutonElite<br />
|-style="text-align:center;" <br />
| Drone Autopsy || 53 || eTech_AutopsyDrone<br />
|-style="text-align:center;" <br />
| Sectopod Autopsy || 54 || eTech_AutopsySectopod<br />
|-style="text-align:center;" <br />
| Ethereal Autopsy || 55 || eTech_AutopsyEthereal<br />
|-style="text-align:center;" <br />
| Mechtoid Autopsy || 56 || eTech_AutopsyMechtoid<br />
|-style="text-align:center;" <br />
| Seeker Autopsy || 57 || eTech_AutopsySeeker<br />
|-style="text-align:center;" <br />
| Xenopsionics || 58 || eTech_PsiLabs<br />
|-style="text-align:center;" <br />
| Advanced Aerospace Concepts || 59 || eTech_Autopsy_END<br />
|-style="text-align:center;" <br />
| Alien Biocybernetics || 60 || -<br />
|-style="text-align:center;" <br />
| UFO Analysis: Scout || 61 || -<br />
|-style="text-align:center;" <br />
| UFO Analysis: Destroyer || 62 || -<br />
|-style="text-align:center;" <br />
| UFO Analysis: Abductor || 63 || -<br />
|-style="text-align:center;" <br />
| UFO Analysis: Transport || 64 || -<br />
|-style="text-align:center;" <br />
| UFO Analysis: Battleship || 65 || -<br />
|-style="text-align:center;" <br />
| UFO Analysis: Overseer || 66 || -<br />
|-style="text-align:center;" <br />
| UFO Analysis: Fighter || 67 || -<br />
|-style="text-align:center;" <br />
| UFO Analysis: Raider || 68 || -<br />
|-style="text-align:center;" <br />
| UFO Analysis: Harvester || 69 || -<br />
|-style="text-align:center;" <br />
| UFO Analysis: Terror Ship || 70 || -<br />
|-style="text-align:center;" <br />
| UFO Analysis: Assault Carrier || 71 || -<br />
|-style="text-align:center;" <br />
| Improved Body Armor || 72 || -<br />
|-style="text-align:center;" <br />
| Improved Combat Exoskeletons || 73 || -<br />
|-style="text-align:center;" <br />
| Mobile Combat Exoskeletons || 74 || -<br />
|-style="text-align:center;" <br />
| Heavy Combat Exoskeletons || 75 || -<br />
<br />
|-<br />
|}<br />
<br />
<br />
<br />
===Foundry projects ===<br />
Type <i><b>GiveFoundry</b> [name without eFoundry sign; array number if no name is present]</i> in the console while in Geoscape.<br />
*Table columns are sortable, click on the arrows. <br />
{| class="wikitable sortable" | style="text-align:centre;"<br />
!colspan="3" | Research projects list<br />
|-<br />
! scope="col" | Project Name<br />
! scope="col" | Array Number <br />
! scope="col" | Dev Console name <br />
<br />
|-<br />
|}<br />
<br />
<br />
<br />
===Facilities ===<br />
Type <i><b>GiveFacility</b> [name without eFacility sign]</i> in the console while in Geoscape.<br />
*Table columns are sortable, click on the arrows.<br />
{| class="wikitable sortable"<br />
! colspan="2" style="text-align: center;" | Facilities list<br />
|-<br />
! scope="col" | Facility Name<br />
! scope="col" | Dev Console name<br />
|-<br />
| style="text-align: center;" | Access Lift<br />
| style="text-align: center;" | eFacility_AccessLift<br />
|-<br />
| style="text-align: center;" | Laboratory<br />
| style="text-align: center;" | eFacility_ScienceLab<br />
|-<br />
| style="text-align: center;" | Workshop<br />
| style="text-align: center;" | eFacility_Workshop<br />
|-<br />
| style="text-align: center;" | Satellite Uplink<br />
| style="text-align: center;" | eFacility_SmallRadar<br />
|-<br />
| style="text-align: center;" | Fission Generator<br />
| style="text-align: center;" | eFacility_Power<br />
|-<br />
| style="text-align: center;" | Foundry<br />
| style="text-align: center;" | eFacility_Foundry<br />
|-<br />
| style="text-align: center;" | Officer Training School<br />
| style="text-align: center;" | eFacility_OTS<br />
|-<br />
| style="text-align: center;" | Alien Containment<br />
| style="text-align: center;" | eFacility_AlienContain<br />
|-<br />
| style="text-align: center;" | Satellite Nexus<br />
| style="text-align: center;" | eFacility_LargeRadar<br />
|-<br />
| style="text-align: center;" | Thermo Generator<br />
| style="text-align: center;" | eFacility_ThermalPower<br />
|-<br />
| style="text-align: center;" | Elerium Generator<br />
| style="text-align: center;" | eFacility_EleriumGenerator<br />
|-<br />
| style="text-align: center;" | Psionic Labs<br />
| style="text-align: center;" | eFacility_PsiLabs<br />
|-<br />
| style="text-align: center;" | Hyperwave Relay<br />
| style="text-align: center;" | eFacility_HyperwaveRadar<br />
|-<br />
| style="text-align: center;" | Gollop Chamber<br />
| style="text-align: center;" | eFacility_DeusEx<br />
|-<br />
| style="text-align: center;" | Repair Bay<br />
| style="text-align: center;" | eFacility_CyberneticsLab<br />
|-<br />
| style="text-align: center;" | Genetics Lab<br />
| style="text-align: center;" | eFacility_GeneticsLab<br />
|}<br />
<br />
<br />
===Officer Training School===<br />
Type <i><b>GiveOTSTech</b> [name without eOTS sign]</i> in the console while in Geoscape.<br />
*Table columns are sortable, click on the arrows.<br />
{| class="wikitable sortable"<br />
! colspan="2" style="text-align: center;" | OTS upgrades<br />
|-<br />
! scope="col" | Upgrade name<br />
! scope="col" | Dev Console name<br />
|-<br />
| style="text-align: center;" | XTP I<br />
| style="text-align: center;" | eOTS_SquadSize_I<br />
|-<br />
| style="text-align: center;" | XTP II<br />
| style="text-align: center;" | eOTS_SquadSize_II<br />
|-<br />
| style="text-align: center;" | Tactical Officers<br />
| style="text-align: center;" | eOTS_XP_II<br />
|-<br />
| style="text-align: center;" | Company Officers<br />
| style="text-align: center;" | eOTS_HP_I<br />
|-<br />
| style="text-align: center;" | Field Officers<br />
| style="text-align: center;" | eOTS_Leader<br />
|-<br />
| style="text-align: center;" | Regiment Officers<br />
| style="text-align: center;" | eOTS_XP_I<br />
|-<br />
| style="text-align: center;" | Commanding Officers<br />
| style="text-align: center;" | eOTS_Will_I<br />
|}<br />
<br />
<br />
<br />
===Other commands ===<br />
<br />
Tactical (Battlescape):<br />
* '''''AIShowNames''''' -- Uncover unit names. Names appear above units even in FOW. <br />
* '''''CaptureAndKillAliens [num]''''' -- Captures [num] aliens and kills the remainder. Applies to current wave only. <br />
* '''''KillAliens''''' -- Instantly kill all enemies on the map. On standard missions (e.g. abductions, UFOs, terror, etc.) this will end the mission automatically. On council/EXALT missions the command will not end the mission as long as additional enemies are expected to spawn.<br />
* '''''KillNearestAlien''''' -- Kills alien nearest to mouse pointer.<br />
* '''''SetHP [num]''''' -- Sets the HP of a unit under the cursor to [num], including armor. Does not remove wounded status.<br />
* '''''Slomo [num]''''' -- Changes game speed by a factor of [num]. e.g. Slomo 1.5 gives 1.5x faster camera and unit motion. Higher values can be unstable.<br />
* '''''TakeNoDamage''''' -- GOD Mode (applies to whole squad).<br />
* '''''ToggleFOW''''' -- Removes fog of war.<br />
* '''''ToggleRain''''' -- Turns off rain. Use SetStormIntensity 0 to stop lightning flashes.<br />
* '''''TeleportToCursor''''' -- Teleport selected unit to mouse pointer location.<br />
* '''''TeleportAllToCursor''''' -- Teleport the entire squad to mouse pointer location.<br />
* '''''UnlimitedMoves''''' -- Grants unlimited moves & attacks (applies to whole squad), until the player ends the turn manually.<br />
<br />
<br />
<br />
<br />
Strategy (Geoscape):<br />
* '''''FinishAllProjects''''' -- Immediately finish all items in foundry and workshop queue.<br />
* '''''ForceFCMission [mission]''''' -- Forces Funding Council mission once you enter Mission Control. If [mission] is omitted, gives a random valid FC mission. Mission strings are in DefaultMaps.ini.<br />
* '''''GiveResource [resource] [amount]''''' -- Add specified resource amount to inventory. Resource types: ''money, elerium, alloys, meld, engineers, scientists''. Note: this command cannot be used to add weapon fragments (use ''GiveItem'' for that). On the other hand, elerium, alloys, and meld can be added using either ''GiveItem'' or ''GiveResource'' command (see items table). <br />
* '''''GiveMeTonsOfResources [amount]''''' -- Add the specified amount to all resource types listed above, except fragments. If you don't specify the amount, a default value of 9,999 will be added to each resource. <br />
* '''''GiveItem WeaponFragment [amount]''''' -- Add specified amount of fragments to inventory.<br />
* '''''LevelUpBarracks [num]''''' -- Promotes all soldiers in barracks by [num] ranks.<br />
* '''''SetMonth [num]''''' -- Sets month to [num]. Takes effect in Mission Control and launches the monthly report if new month is greater than current. Game starts on month 1.</div>Pathologichttps://www.ufopaedia.org/index.php?title=Bugs/Features_(LWR)&diff=96691Bugs/Features (LWR)2020-09-02T07:43:28Z<p>Pathologic: Removed mention of shotguns doing more damage up close, because it's a removed feature</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
==How to Prevent Bugs==<br />
<br />
XCom is a game that has many functions running simultaneously. We have found quite a few bugs that will only occur when a computer is running slowly. For example, szmind had one bug only and always occur whenever the 'power saving' mode of a laptop was turned on (i.e. it was moving slower). Another bug was reproducible only if a player had been playing for many hours. With new features/functions that we code we literally have to say "don't run this for 3 seconds" to make sure other functions will finish first, in case they take longer than normal. It seems like bugs will occur if the memory storage gets too restricted or the computer too slow. Having said that, even on a really old (20 years) laptop the game still runs with minimal problems. Still, I have 3 recommendations for players:<br />
<br />
1) Save and restart the game if you've been playing for more than 4 hours (clears up memory)<br />
<br />
2) Try not to run many other programs in the background (allows functions to finish quickly)<br />
<br />
3) If you can, run it on the fastest computer with the most memory (functions finish quick, clogging up memory not a problem)<br />
<br />
==Existing Game Bugs==<br />
Many unfixable bugs from Long War 1.0 and XCOM:EU/EW are now considered "features," including:<br />
<br />
* Aliens will sometimes double move off the bat as some of them were waiting for you in ambush and will get an extra move to reflect this<br />
* The terrain on maps will sometimes allow you to see aliens that cannot see you in return. Similarly, sometimes aliens will be able to see you and you cannot see them. This is actually not THAT unrealistic and should be expected (as it's part of the base engine code that we definitely cannot change). Just be aware that you might get shot at or overwatched by an alien that you can't see because of a hole in a building, or a crack in a door, or a space in a wall/roof, or flying just out of your sight range (but they can still see you) -- and also realize that sometimes you are doing the same to the aliens (but probably aren't aware).<br />
* Reaction shots against someone performing an action will sometimes inactivate their action because getting fired at sucks and it's hard to do things with bullets flying at your face<br />
* SHIVs need extra time to load onto the Skyranger during combat; make sure the SHIV has full actions and is in the extraction zone before attempting to abort the mission or the SHIV may be left behind<br />
* Suppression will sometimes not fire when the target moves (and you'll get a cool slow motion view of it) because you were distracted while suppressing and maybe some bullet shells or a fly got in your eyes<br />
* Big Sky (the Sky Ranger pilot) has a girlfriend that he likes to see sometimes -- if your mission happens to be at the same time he may bail on you and you'll notice there is no evacuation zone. We've talked to him about this but he's the only one in the world capable of flying the Sky Ranger so there is no way around it. Just make sure you pass all the missions when there is no evacuation zone.<br />
* Exalt will always know where your covert op is as soon as they are activated as they have a transponder on everyone and figure out that he's the mole! Expect them to beeline for your operative as soon as they are activated.<br />
* Being Mind Controlled is a really intense experience and can have some weird side effects that include (but are not limited to): having a soldier lose some of his equipment (specifically grenades and rockets), gaining an extra turn (specifically with hit and run), and having unexpected fatigue/injury times. <br />
* Aliens have invisible floating teleportation devices -- they aren't used a lot because they really hurt but sometimes if one or more aliens are desparate they will use these devices to teleport around the map<br />
* Sometimes a dying soldier will fall into a hole the aliens dug inside the mountain/building/dirt. If they do it's best to just move on as the holes will often form an inpenetrable barrier that prevents access until the occupant is completely dead (or sometimes reloading works).<br />
* Panicking units will not gain an action during their turn, EXCEPT if that unit is visited by it's guardian angel. It happens rarely (1% of the time), and you won't be able to see the angel (obviously they are only visible to the soldier/alien they are guarding), but you'll see the panicked unit miraculously act as if he wasn't panicked. If you see this happen you should not feel frustrated and instead feel blessed to have witnessed such holy greatness.<br />
* You will sometimes hear chyrssalids where there are none - it was probably just your imagination - you need to relax man.<br />
* Sometimes it looks like a soldier can see an alien to shoot at but they can't. You may think this is ridiculous but the aliens are equipped with reflective padding that can really cause a glare. From above it looks like the soldier should see the alien, but the glare is quite deceptive the soldier just thinks the alien is a broken street light or something. This is especially common on ramps as everyone knows glare can be a problem when changing elevations.<br />
* If the aliens attack your base things are going to be a little bit chaotic (understandably so). Your reinforcements may come from multiple different places: the normal hatch, under the platform, on the platform, the roof, under the tiles, in the janitor's closet, etc. The point is: they don't understand how they got there and neither will you. It's probably the aliens using their matter dislocation auras but we can't be sure.<br />
* Units that go invisible sometimes stay that way for the entire mission. This is because being invisible is really cool and the unit gets addicted to it (like cocaine). If it's an enemy unit, you can try AoE effects or using the console. If it's one of your soldiers he/she should snap out of it after the mission.<br />
* Close Combat Specialists usually have PTSD and will sometimes not fire at an enemy when you want them to. The training that they take is very intensive and these momentary freezes in the heat of battle are to be expected.<br />
* Run and Gun trained soldiers will sometimes not move if they try to run and gun aftering being commanded or if they try to run and gun during an xcom scamper. Again, this is because of very intensive training causing PTSD which acts up when too much is happening at once.<br />
* Sometimes in the loadout screen, your soldiers will overlap each other. This might seem like a visual bug but it's actually your soldiers being friendly and sharing a moment of intimacy. Please respect their privacy.<br />
* Sometimes your soldiers will step out of cover to perform an action, if they do this during a full moon when Juptier is touching the ecliptic, the soldier will feel a strange desire not to move back to cover and may actually stay in the stepped out space. <br />
* If you rapidly click on buttons to purchase or sell or place equipment/buildings/etc. sometimes the engineers and assistant engineers will get confused and order too many or too few and the accountants sometimes also get confused and you lose money. <br />
* Sometimes invisible sectoids will appear and then immediately be shot, either by XCOM or the aliens. Don't ask about them... for your own safety.<br />
* Some Exalt missions will CTD or appear as a black/blank map if you try to enter them. This is because the covert op has already died in such a gruesome way that the game is trying to spare you the suffering of witnessing his final condition and instead encouraging you (quite forcefully) to just skip that mission.<br />
* NEVER SAVE/LOAD ON THE XCOM BASE DEFENSE MISSION. It angers the XCOM gods and they may prevent you from finishing the mission, stop spawning aliens, or even corrupt your save.<br />
<br />
==Map Bugs==<br />
<br />
The terrain on maps will sometimes allow you to see aliens that cannot see you in return. Similarly, sometimes aliens will be able to see you and you cannot see them. This is actually not THAT unrealistic and should be expected (as it's part of the base engine code that we cannot change). Just be aware that you might get shot at or overwatched by an alien that you can't see because of a hole in a building, or a crack in a door, or a space in a wall/roof, or flying just out of your sight range (but they can still see you) -- and also realize that sometimes you are doing the same to the aliens (but probably aren't aware).<br />
<br />
===An Example===<br />
This "one-way mirror" on this UFO lets units inside the UFO fire out but blocks vision into the UFO.<br />
<br />
This is the exact same point in the battle. <br />
<br />
First picture is the alien point-of-view (POV). Second picture is the XCOM POV. Notice how the alien has the XCOM soldier as a possible target (from the icons in the bottom right), but the XCOM player has no targets available.<br />
<br><br><br />
[[File:SeeThrough1.png]]<br />
'''Alien POV'''<br><br><br />
[[File:SeeThrough2.png]]<br />
'''XCOM POV'''<br><br></div>Pathologichttps://www.ufopaedia.org/index.php?title=Talk:Long_War_Rebalance&diff=96690Talk:Long War Rebalance2020-09-02T07:38:18Z<p>Pathologic: Updated guidelines with new example</p>
<hr />
<div>== Guidelines for contributors ==<br />
<br />
We are using the [[Long War|Long War Wiki]] as a basis for this one.<br />
<br />
Most of the work will simply be copying pages and templates from it, and editing them to match LWR's changes. However, it's better to avoid leaving unaltered, copied pages up on our wiki, to avoid misleading users about mod info, and to keep the wiki usable even in its mostly incomplete state. Most explanatory text relating to game mechanics, etc. should remain, but the information should be cut down and/or edited to be LWR-specific, including examples and guides. Ideally, we could also make improvements to page layouts where possible. See how the [[Difficulty (LWR)|LWR Page]] on difficulty differs from the [[Difficulty (Long War)|Long War Page]], for an example of this.<br />
<br />
Be careful about which Categories each page has, and make sure that the categories used in each page all fall under LWR, or else parts of our wiki might spill into other sections of UFOpaedia. Many new categories may need to be made for LWR.<br />
<br />
I would also like more details to be added about LWR-specific mechanics to relevant pages, including SW options that people new to the mod might want to know about. See the [[Injury _and_Fatigue_(LWR)|Injury and Fatigue]] page for a few examples.<br />
<br />
''-- Pathologic, the creator of this wiki''<br />
<br />
== To-do list ==<br />
<br />
* Add aliens skills to the abilities list page<br />
<br />
* Add all Exalt units and the Uber Ethereal to the '''Aliens''' tab <br />
<br />
* Create new pages for LWR based on the Long War ones, and update all the info.<br />
** Note that the pages '''don't''' have to be updated all at once, we just need to create the pages and fill them out with updated info bit by bit!<br />
<br />
* Add updated stat progression tables to each class page<br />
<br />
* Add destruction chance to air game stuff<br />
<br />
* Add '''new''' sample builds to each class page for LWR<br />
<br />
* Fill the [[Abilities List (LWR)|Abilities List]] with LWR templates for alien perks/abilities, and update perk availability</div>Pathologichttps://www.ufopaedia.org/index.php?title=Sniper_(LWR)&diff=96611Sniper (LWR)2020-08-30T17:11:21Z<p>Pathologic: Typo fix</p>
<hr />
<div><div style="max-width:1200px;"><br />
[[Long_War_Rebalance|Back To Main Page]]<br />
[[File: CLASS SNIPER.png|left|frame|64px|&nbsp;&nbsp;&nbsp;'''''Sniper''''']]<br />
Long War Rebalanced '''Snipers''' are akin to the vanilla Sniper, the main difference being that overwatch works with Squadsight. With '''Squadsight''' as their first ability, they're able to inflict long range damage on enemy targets from a position of safety. <br />
<br />
:'''Primary Weapon:''' Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.<br />
:'''Secondary Weapon:''' Pistols, Machine Pistols.<br />
:'''Class-Limited items:'''<br />
<br/><br />
<br />
== Abilities ==<br />
{{Class Tree (LWR)|<br />
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}} <br />
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} <br />
|LCorporal2={{Mayhem (LWR) |text=1|topbotpad=10}} <br />
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}} <br />
|Corporal1={{Bullseye (LWR) |text=1|topbotpad=10}} <br />
|Corporal2={{Executioner (LWR) |text=1|topbotpad=10}} <br />
|Corporal3={{Death From Afar (LWR) |text=1|topbotpad=10}} <br />
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} <br />
|Sergeant2={{Holo Rounds (LWR) |text=1|topbotpad=10}} <br />
|Sergeant3={{Sharpshooter (LWR) |text=1|topbotpad=10}} <br />
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} <br />
|GunSgt1={{Disabler (LWR) |text=1|topbotpad=10}} {{Disabling Shot (LWR) |text=1|topbotpad=10}}<br />
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} <br />
|GunSgt3={{Bring 'Em On (LWR) |text=1|topbotpad=10}} <br />
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} <br />
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} <br />
}}<br />
<br />
== Attribute Progression ==<br />
<br />
== Tactical Advice ==<br />
Snipers are quite similar to vanilla, but there are a few differences. Overwatch now has unlimited range with Squadsight. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of +100% damage from Mayhem gives Snipers a high damage per shot option. 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 are powerful and effective at extreme ranges, but only allow firing if the user hasn't moved, but they can also use Strike 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 (LWR)|Infantry]] class generally performs better with Assault Rifles.<br />
<br />
==Sample Builds==<br />
<br />
===Heavy Sniper===<br />
<br />
This build orients the Sniper into an effective, single target, high damage, unit with effective action economy. While this Sniper is less effective in the early game, it will gain power as the Sniper levels up and as better equipment becomes available. Mayhem doubles the damage output of the Sniper when it strikes a target, assuming a high damage hit of 7 damage with a ballistic Sniper rifle, Mayhem can transform that to 14 damage, Mayhem also helps the Sniper punch through enemy damage resistance. Death From Afar and the end game Lone Wolf gives a near universal boost to the Sniper who typically should be operating at squadsight range, although all Corporal perks are viable for this build. Sharpshooter helps the Sniper hit and punch through targets in cover. Vital Point Targeting provides a further significant boost to damage output to exposed organic targets. <br />
<br />
Sample Heavy Sniper Build:<br />
''Mayhem -> Death From Afar -> Sharpshooter -> Precision Shot -> Vital Point Targeting -> Lone Wolf.''<br />
<br />
{{Ability List Display<br />
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}<br />
|level2={{Death From Afar (LWR)|align=center|topbotpad=7}}<br />
|level3={{Sharpshooter (LWR)|align=center|topbotpad=7}}<br />
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}<br />
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}<br />
|level6={{Lone Wolf (LWR)|align=center|topbotpad=7}}<br />
}}<br />
<br />
Note: High Will snipers can benefit from certain psionic items that boost accuracy. <br />
<br />
Recommended Equipment: Scope, High Cap Mags, Neural Gunlink, Alloy Bipod.<br />
<br />
</div><br />
<br />
==See also==<br />
{{Soldiers (LWR) Navbar}} <br />
[[Category: Long War Rebalance]]<br />
[[Category: Soldiers (LWR)]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&diff=96341Start Bonuses (LWR)2020-08-26T19:02:33Z<p>Pathologic: Typo fix</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
= Starting Location =<br />
<br />
At the beginning of a campaign, you must select a starting location for XCOM HQ, and a start bonus. All countries offer a different amount of starting Credits, as well as multiple starting bonuses to choose from. Some countries also offer an "On Our Own" start which confers no special bonuses.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|- <br />
|+<br />
|- <br />
! colspan="5" style="padding: 6px;" | '''Country Starting Bonuses'''<br />
|- <br />
! style="padding: 4px;" | Continent !! style="padding: 4px;" | Country !! style="padding: 4px;" | Starting Credits !! style="padding: 4px;" | Bonus !! style="padding: 4px;" | Description <br />
|- <br />
| rowspan="6" style="background-color: #eaecf0; min-width:84px;" | '''Africa''' <br />
| style="min-width:80px;" | Egypt <br />
| style="min-width:80px;" | §960 <br />
| style="min-width:84px; color: #555;" | '''''For the Sake of Glory''''' || Start with Advanced Repair foundry project, which reduces repair time by 25% for aircraft, mechanized units, and damaged soldier gear.<br />
|- <br />
| rowspan = "3" | Nigeria || rowspan ="3" | §560 || style="color: #555;" | '''''Pax Nigeriana''''' || All non-mechanical units start with +0.6 mobility.<br />
|- <br />
| style="color: #555;" | '''''Advanced Conversion''''' || Converting soldiers to MECs costs no meld.<br />
|- <br />
| style="color: #555;" | '''''On Our Own''''' || -<br />
|- <br />
| rowspan = "2" | South Africa || rowspan ="2" | §480 || style="color: #555;" | '''''Resourceful''''' || Start with Alien Metallurgy foundry project (+50% bonus alien alloys).<br />
|- <br />
| style="color: #555;" | '''''Survival Training''''' || All non-mechanical units start with +2hp.<br />
|- style="background-color: #ececec;"<br />
| rowspan ="12" style="background-color: #eaecf0;" | '''Asia''' || Australia || §880 || style="color: #555;" | '''''Per Ardua Ad Astra''''' || All non-mechanical units start with +1 HP, +2 aim, and +2 will.<br />
|- style="background-color: #ececec;"<br />
| rowspan = "3" | China || rowspan ="3" | §720 || style="color: #555;" | '''''Assembly Line''''' || Start with two workshops (1st floor, both to the right of the elevator) and 6 extra engineers in your base.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Xenological Remedies''''' || 7x credits from alien corpses and wreck sales.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Deus Ex''''' || 75% reduction in genemod meld and Credits cost and modification time. <br />
|- style="background-color: #ececec;"<br />
| rowspan = "3" | India || rowspan ="3" | §800 || style="color: #555;" | '''''Jai Vidwan''''' || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Jai Jawan''''' || Start with an additional Interceptor, 6 UFO Power Sources, and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs].<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Research Focus''''' || Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your base. <br />
|- style="background-color: #ececec;"<br />
| rowspan = "5" | Japan || rowspan ="5" | §720 || style="color: #555;" | '''''Ring of Fire''''' || Thermogenerators are free to produce and have no upkeep. Start with 8 steam vents with no location restrictions (instead of 2 steam vents restricted to the 4th floor) and all elevators built. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Ghost In the Machine''''' || SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Kiryu-Kai Commander''''' || Start with a Japanese Master Sergeant of a random class.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Robotics''''' || +10 aim bonus for new SHIV's and MEC troopers.<br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''On Our Own''''' || -<br />
|- <br />
| rowspan="11" style="background-color: #eaecf0;" | '''Europe''' || rowspan ="2" | France || rowspan ="2" | §720 || style="color: #555;" | '''''Quai d'Orsay''''' || Country item requests occur 50% faster, fulfilled requests provide 50% additional defense, and intel scans cost 50% less. <br />
|- <br />
| style="color: #555;" | '''''Foreign Legion''''' || Start with 20 additional soldiers. <br />
|- <br />
| rowspan ="4" | Germany || rowspan ="4" | §640 || style="color: #555;" | '''''Skunkworks''''' || Start with a Workshop, and the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side)<br />
|- <br />
| style="color: #555;" | '''''Baumeister''''' || Start with all elevators built and 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%. <br />
|- <br />
| style="color: #555;" | '''''NeoPanzers''''' || 35% reduction in Credits, alloy and elerium requred for MECs, SHIVS and their primary weapons. <br />
|- <br />
| style="color: #555;" | '''''On Our Own''''' || - <br />
|- <br />
| rowspan ="2" | Russia || rowspan ="2" | §960 || style="color: #555;" | '''''Suhkoi Company''''' || Start with Enhanced Avionics and Penetrator Weapons foundry projects, granting all aircraft +5% to hit and +10% penetration, respectively. <br />
|-<br />
| style="color: #555;" | '''''Roscosmos''''' || All satellites cost 50% less to build, and start with a 2nd Satellite Uplink already built (1st floor, to the right of the 1st uplink)<br />
|- <br />
| rowspan ="3" | United Kingdom || rowspan ="3" | §720 || style="color: #555;" | '''''Special Air Service''''' || All non-mechanical units start with +7 aim. <br />
|- <br />
| style="color: #555;" | '''''Their Finest Hour''''' || Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively. <br />
|- <br />
| style="color: #555;" | '''''Sandhurst''''' || 30% reduction in missions required to unlock Officer Training School projects. <br />
|- style="background-color: #ececec;"<br />
| rowspan="9" style="background-color: #eaecf0;" | '''North America''' ||rowspan ="2" | Canada || rowspan ="2" | §640 || style="color: #555;" | '''''Advanced Preparations''''' || Start with all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, left of elevator), and a fission generator (1st floor, far right) built. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Cadre''''' || Five of the soldiers on your initial mission start at the rank of Corporal. <br />
|- style="background-color: #ececec;"<br />
| rowspan ="3" | Mexico || rowspan ="3" | §720 || style="color: #555;" | '''''Wealthy Benefactor''''' || Start with 1400 bonus Credits. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Ancient Artefacts''''' || Start the campaign with an Illuminator Gunsight and Cognitive Enhancer. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Legacy of Uxmal''''' || 12 bonus will, only for the purposes of psionic training. <br />
|- style="background-color: #ececec;"<br />
| rowspan ="4" | United States || rowspan ="4" | §480 || style="color: #555;" | '''''Special Warfare School''''' || All Officer Training School projects are free and mission fatigue is reduced by 15%. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''Cheyenne Mountain''''' || Start with all elevators built. Excavation costs are reduced by 65%. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''We Have Ways''''' || 70% reduction in time to complete autopsies and interrogations. <br />
|- style="background-color: #ececec;"<br />
| style="color: #555;" | '''''On Our Own''''' || -<br />
|- <br />
| rowspan="5" style="background-color: #eaecf0;" | '''South America''' || rowspan ="2" | Argentina || rowspan ="2" | §1,600 || style="color: #555;" | '''''Patriae Semper Vigilis''''' || All non-mechanical units start with +6 will. <br />
|- <br />
| style="color: #555;" | '''''Public Heroes''''' || Double credit, scientist, and engineer rewards from abudction mission. <br />
|- <br />
| rowspan ="3" | Brazil || rowspan ="3" | §1,440 || style="color: #555;" | '''''Jungle Scouts''''' || Start with Improved Medkit [+1 Medkit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]<br />
|- <br />
| style="color: #555;" | '''''Ready For War''''' || Start with 50 alloys and 50 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%)<br />
|- <br />
| style="color: #555;" | '''''On Our Own''''' || -<br />
|}<br />
<br/><br />
== Africa ==<br />
<br />
=== Egypt ===<br />
[[File:Flag of Egypt.png|border|80px]]<br/><br />
'''Starting Credits: §960'''<br />
----<br />
'''For the Sake of Glory:''' Start with Advanced Repair foundry project, which reduces repair time by 25% for aircraft, mechanized units, and damaged soldier gear.<br />
<br />
<br />
=== Nigeria ===<br />
[[File:Flag of Nigeria.png|border|80px]]<br/><br />
'''Starting Credits: §560'''<br />
----<br />
'''Pax Nigeriana:''' All non-mechanical units start with +0.6 mobility.<br />
<br />
'''Advanced Conversion:''' Converting soldiers to MECs costs no meld.<br />
<br />
'''On Our Own:''' No unique bonus.<br />
<br />
<br />
=== South Africa ===<br />
[[File:Flag of South Africa.png|border|80px]]<br/><br />
'''Starting Credits: §480'''<br />
----<br />
'''Resourceful:''' Start with Alien Metallurgy foundry project (+50% bonus alien alloys).<br />
<br />
'''Survival Training:''' All non-mechanical units start with +2 HP.<br />
<br><br><br />
<br />
== Asia ==<br />
<br />
=== Australia ===<br />
[[File:Flag of Australia.png|border|80px]]<br/><br />
'''Starting Credits: §880'''<br />
----<br />
'''Per Ardua Ad Astra:''' All non-mechanical units start with +1 HP, +2 aim, and +2 will.<br />
<br />
<br />
=== China ===<br />
[[File:Flag of China.png|border|80px]]<br/><br />
'''Starting Credits: §720'''<br />
----<br />
'''Assembly Line:''' Start with two workshops (1st floor, both to the right of the elevator) and 6 extra engineers in your home base.<br />
<br />
'''Deus Ex:''' 75% reduction in genemod meld and Credits cost and modification time.<br />
<br />
'''Xenological Remedies:''' 7x credits from alien corpse and wreck sales.<br />
<br />
<br />
=== India ===<br />
[[File:Flag of India.png|border|80px]]<br/><br />
'''Starting Credits: §800'''<br />
----<br />
'''Jai Jawan:''' Start with an additional Interceptor, 6 UFO Power Sources, and the UFO Scanners project [Increases interception time by 10% and displays UFO HP for analyzed UFOs].<br />
<br />
'''Jai Vidwan:''' Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions.<br />
<br />
'''Research Focus:''' Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your home base.<br />
<br />
<br />
=== Japan ===<br />
[[File:Flag of Japan.png|border|80px]]<br/><br />
'''Starting Credits: §720'''<br />
----<br />
'''Kiryu-Kai Commander:''' Start with a Japanese Master Sergeant of a random class.<br />
<br />
'''Ghost In the Machine:''' SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.<br />
<br />
'''Ring of Fire:''' Thermogenerators are free to produce and have no upkeep. Start with 8 steam vents with no location restrictions (instead of 2 steam vents restricted to the 4th floor) and all elevators built.<br />
<br />
'''Robotics:''' +10 bonus aim for new SHIVs and MEC troopers.<br />
<br />
'''On Our Own:''' No unique bonus.<br />
<br />
<br />
<br />
== Europe ==<br />
<br />
=== Germany ===<br />
[[File:Flag of Germany.png|border|80px]]<br/><br />
'''Starting Credits: §640'''<br />
----<br />
'''Baumeister:''' Start with all elevators built and 3 Fission Generators built on the 4th floor (right side). Facility construction time is reduced by 85%.<br />
<br />
'''NeoPanzers:''' 35% reduction in Credits, alloy and elerium required for MECs, SHIVs, and their primary weapons.<br />
<br />
'''Skunkworks:''' Start with a Workshop, the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side).<br />
<br />
'''On Our Own:''' No unique bonus.<br />
<br />
<br />
=== France ===<br />
[[File:Flag of France.png|border|80px]]<br/><br />
'''Starting Credits: §720'''<br />
----<br />
'''Foreign Legion:''' Start with 20 additional soldiers.<br />
<br />
'''Quai d'Orsay:''' Country item requests occur 50% faster; fulfilled requests provide 50% additional defense, and intel scans cost 50% less.<br />
<br />
<br />
=== Russia ===<br />
[[File:Flag of Russia.png|border|80px]]<br/><br />
'''Starting Credits: §960'''<br />
----<br />
'''Roscosmos:''' All satellites cost % less to build and start with a 2nd satellite uplink already built (1st floor, just to the right of the 1st uplink).<br />
<br />
'''Sukhoi Company:''' Start with Enhanced Avionics and Penetrator Weapons foundry projects, granting all aircraft +5% to hit +10% penetration, respectively.<br />
<br />
<br />
=== United Kingdom ===<br />
[[File:Flag of UK.png|border|80px]]<br/><br />
'''Starting Credits: §720'''<br />
----<br />
'''Sandhurst:''' 30% reduction in missions required to unlock Officer Training School projects.<br />
<br />
'''Special Air Service:''' All non-mechanical units start with +7 aim.<br />
<br />
'''Their Finest Hour:''' Start with Armored Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively.<br />
<br />
<br />
== North America ==<br />
<br />
=== Canada ===<br />
[[File:Flag of Canada.png|border|80px]]<br/><br />
'''Starting Credits: §640'''<br />
----<br />
'''Advanced Preparations:''' Start with all elevators, a workshop (1st floor, just right of elevator), a laboratory (3rd floor, just left of elevator), and a fission generator (1st floor, far right) built.<br />
<br />
'''Cadre:''' Five of the soldiers on your initial mission start at the Corporal rank.<br />
<br />
<br />
=== Mexico ===<br />
[[File:Flag of Mexico.png|border|80px]]<br/><br />
'''Starting Credits: §720'''<br />
----<br />
'''Ancient Artifacts:''' Start the campaign with an Illuminator Gunsight and Cognitive Enhancer.<br />
<br />
'''Legacy of Uxmal:''' 12 bonus will, only for the purposes of psionic training.<br />
<br />
'''Wealthy Benefactor:''' Start with 1400 bonus Credits.<br />
<br />
<br />
=== United States ===<br />
[[File:Flag of USA.png|border|80px]]<br/><br />
'''Starting Credits: §480'''<br />
----<br />
'''Cheyenne Mountain:''' Start with all elevators built. Excavation costs are reduced by 65%.<br />
<br />
'''Special Warfare School:''' All Officer Training School projects are free and mission fatigue is reduced by 15%.<br />
<br />
'''We Have Ways:''' 70% reduction in time to complete autopsies and interrogations.<br />
<br />
'''On Our Own:''' No unique bonus.<br />
<br />
<br />
<br />
== South America ==<br />
<br />
=== Argentina ===<br />
[[File:Flag of Argentina (bordered).png|border|80px]]<br/><br />
'''Starting Credits: §1,600'''<br />
----<br />
'''Patriae Semper Vigilis:''' All non-mechanical units start with +6 will.<br />
<br />
'''Public Heroes:''' Double credit, scientist, and engineer rewards from abductions.<br />
<br />
<br />
=== Brazil ===<br />
[[File:Flag of Brazil.png|border|80px]]<br/><br />
'''Starting Credits: §1,440'''<br />
----<br />
'''Jungle Scouts:''' Start with Improved Medikit [+1 medikit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit].<br />
<br />
'''Ready For War:''' Start with 50 alloys and 50 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).<br />
<br />
'''On Our Own:''' No unique bonus.</div>Pathologichttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&diff=96340Alien Life Forms (LWR)2020-08-26T19:00:33Z<p>Pathologic: Updated Zombie section to 1.27.16</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]] <br />
==Alien Pods==<br />
<br />
<br />
===Pods===<br />
Pods are typically comprised of one '''Squad Leader''' (often possessed with noticeably more stats and perks) & several regular troopers whose type is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Level_(LWR)|Alien Level]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in 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_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#ThinMan|Thinmen]] or [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] 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. The number of aliens on missions is slightly influenced by [[Alien_Resources_(LWR)|Alien Resources]].<br />
<br />
While members of a given pod do not coordinate among 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 />
<br />
Pods have a number of aliens that are directly dependent upon current [[Alien_Level_(LWR)|Alien Level]]:<br />
<br />
* Small (Alien Level 1+): 2-4 aliens per pod<br />
* Medium (Alien Level 3+): 3-6 aliens per pod<br />
* Large (Alien Level 6+): 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 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.<br />
<br />
===Pod Types===<br />
<br />
Pods come in three basic types: Soldier Pods, Terror Pods, and 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_(LWR)|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_(LWR)#Terror_Site|Terror Sites]] & [[Covert_Operations_(LWR)|Covert Operations]].<br />
<br />
* '''Terror''' Pods: Terror pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains 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. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Larger UFOs can contain multiple Command Pods. 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 a risky affair.<br />
<br />
* '''EXALT''' Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(LWR)|Covert Operations]]. All covert operations include drop ins of lone EXALT operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).<br />
<br />
==Alien Appearances==<br />
<br />
Each pod created in the game has a chance to consist of different alien types. This changes the higher the Alien Level is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has of appearing at each Alien Level.<br />
<br />
In the '''Alien Appearance Weightings''' table, the number in brackets beside each alien type is their relative weighting. As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (9 + 1) / (10 + 3 + 1 + 1 + 9 + 9 + 1 + 1 + 14 + 9 + 1) = 10 / 59 = 0.169. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the '''Alien Appearance Chances''' table.<br />
<br />
===Alien Appearance Weightings===<br />
<br />
{| class="wikitable" style="background-color: #fff; text-align:center;"<br />
|- <br />
|+<br />
|- <br />
! colspan="6" style="padding: 7px;" | Alien Appearance Weightings<br />
|- <br />
! colspan="1" style="padding: 5px;" | Alien Level<br />
! colspan="1" style="padding: 5px;" | Cumulative Weighting<br />
! colspan="4" style="padding: 5px;" | Alien Type (Relative Weighting)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 1''' || 15 || Sectoid (10) || Drone (3) || Thinman (1) || Floater (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 2''' || 35 || Floater (9) || Thinman (9) || Muton (1) || Seeker (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 3''' || 59 || Muton (14) || Seeker (9) || Cyberdisc (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 4''' || 75 || Cyberdisc (14) || Mecthoid (1) || Berserker (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 5''' || 104 || Mechtoid (14) || Berserker (14) || Sectoid Commander (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 6''' || 125 || Sectoid Commander (19) || Heavy Floater (1) || Muton Elite (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 7''' || 146 || Muton Elite (19) || Heavy Floater (19) || Sectopod (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 8''' || 166 || Sectopod (19) || Ethereal (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 9''' || 175 || Ethereal (9)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 10''' || 185 ||Ethereal (10)<br />
|}<br />
<br />
===Alien Appearance Chances===<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|- style="text-align:left;"<br />
|+<br />
|- align="center" <br />
! colspan="17" style="padding: 7px;" | Alien Appearance Chances<br />
|- align="center" <br />
! colspan="1" style="padding: 5px;" | Alien Level<br />
! colspan="2" style="padding: 5px;" | Alien Type (Chance to Appear) -- rounded to nearest percentage<br />
|-<br />
| rowspan="3" style="vertical-align:middle; font-weight:bold;" | Level 1<br />
| '''Sectoid'''<br />
| style="width: 50px; padding: 4px;" | 67%<br />
|-<br />
| '''Drone'''<br />
| style="width: 50px; padding: 4px;" | 20%<br />
|-<br />
| '''Thinman''' / '''Floater'''<br />
| style="width: 50px; padding: 4px;" | 7%<br />
|- style="background-color:#efefef;"<br />
| rowspan="3" style="vertical-align:middle; font-weight:bold;" | Level 2<br />
| Sectoid / '''Thinman''' / '''Floater'''<br />
| style="width: 50px; padding: 4px;" | 29%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 9%<br />
|- style="background-color:#efefef;"<br />
| '''Muton''' / '''Seeker'''<br />
| style="width: 50px; padding: 4px;" | 3%<br />
|-<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 3<br />
| '''Muton'''<br />
| style="width: 50px; padding: 4px;" | 24%<br />
|-<br />
| '''Seeker''' / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 17%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 5%<br />
|-<br />
| '''Cyberdisc'''<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 4<br />
| '''Cyberdisc''' / Muton<br />
| style="width: 50px; padding: 4px;" | 20%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thiman / Floater <br />
| style="width: 50px; padding: 4px;" | 20%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 4%<br />
|- style="background-color:#efefef;"<br />
| '''Mechtoid''' / '''Berserker'''<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|-<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 5<br />
| '''Mechtoid''' / '''Berserker''' / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 14%<br />
|-<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 10%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 3%<br />
|-<br />
| '''Sectoid Commander'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|- style="background-color:#efefef;"<br />
| rowspan="5" style="vertical-align:middle; font-weight:bold;" | Level 6<br />
| '''Sectoid Commander'''<br />
| style="width: 50px; padding: 4px;" | 16%<br />
|- style="background-color:#efefef;"<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 14%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 8%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| '''Heavy Floater''' / '''Muton Elite'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|-<br />
| rowspan="5" style="vertical-align:middle; font-weight:bold;" | Level 7<br />
| '''Muton Elite''' / '''Heavy Floater''' / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 14%<br />
|-<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 10%<br />
|-<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 7%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|-<br />
| '''Sectopod'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|- style="background-color:#efefef;"<br />
| rowspan="5" style="vertical-align:middle; font-weight:bold;" | Level 8<br />
| '''Sectopod''' / Muton Elite / Heavy Floater / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 12%<br />
|- style="background-color:#efefef;"<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 9%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 6%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| '''Ethereal'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|-<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 9<br />
| Sectopod / Muton Elite / Heavy Floater / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 11%<br />
|-<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 9%<br />
|-<br />
| '''Ethereal''' / Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 6%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 10<br />
| '''Ethereal''' / Sectopod / Muton Elite / Heavy Floater / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 11%<br />
|- style="background-color:#efefef;"<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 8%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 5%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|}<br />
<br />
==Alien Types==<br />
<br />
<div style="max-width: 1600px;"><br />
===Sectoid===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Sectoid (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:Action Hunker Down.png|24px]]<br />
|skill3-text=Hunker Down<br />
|skill4-img=[[File:PSIONIC PANIC.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Psionic Panic|<span style="color: #000;">Psi Panic</span>]]<br />
|skill5-img=[[File:PSIONIC MINDMERGE.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Mind Merge|<span style="color: #000;">Mind Merge</span>]]<br />
|skill6-img=[[File:PSIONIC MINDFRAY.png|24px]]<br />
|skill6-text=[[Abilities List (LWR)#Mind Fray|<span style="color: #000;">Mind Fray</span>]]<br />
}}<br />
</div><br />
'''Sectoids''' have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the ''Ranger'' perk so they have no aim penalty when shooting with their plasma pistols at a distance.<br />
<br />
Their signature ''Mind Merge'' ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown. <br />
<br />
Sectoid squad leaders get ''Psi Mastery'', allowing them to double their damage output. This makes them significantly more dangerous.<br />
<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=5 | base-damage=3 | base-aim=40 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:SNIPER GUNSLINGER.png|24px]]&nbsp;[[Abilities List (LWR)#Ranger|<span style="color:#333; font-size:0.9em;">Ranger</span>]]</div><br />
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.5 | boost-hp=+2 | boost-damage=+0.5 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+2 | final-hp=+2 | final-damage=+2 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
| rank1-name=Sectoid Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+30 <br />
| rank2-name=Sectoid Executioner | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+50 <br />
| rank3-name=Sectoid Shadow | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+70 <br />
| rank4-name=Recticulan | rank4-level=9 | rank4-damage=+5 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+80 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER LOWPROFILE.png|24px]]&nbsp;[[Abilities List (LWR)#Low Profile|<span style="color:#333; font-size:0.9em;">Low Profile</span>]],&nbsp;</div><div style="display:inline-block;">[[File:PSIONIC MINDCONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Mastery|<span style="color:#333; font-size:0.9em;">Psi Mastery</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
}}<br />
<div style="clear:both;"></div><br />
<br><br><br />
<br />
===Drone===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Drone 1 (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill3-text=Flight<br />
|skill4-img=[[File:ALIEN REPAIR.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Repair|<span style="color: #000;">Repair</span>]]<br />
}}<br />
</div><br />
'''Drones''' can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. <br />
<br />
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks (especially the early leader Assault Drones).<br />
<br />
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant light cover from flying with damage reduction and ability to mutually repair can make them difficult to kill.<br />
<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=10 |base-hp=2 | base-damage=3 | base-aim=60 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Master Mechanic|<span style="color:#333; font-size:0.9em;">Master Mechanic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]]</div><br />
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+1 | boost-damage=+1 | boost-aim=+3 | boost-will=0 | boost-defense=0 | boost-dr=+0.2 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+1 | final-damage=+4 | final-aim=+12 | final-will=0 | final-defense=0| final-dr=+0.2 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=0 <br />
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+3 | rank2-hp=+5 | rank2-aim=+10 | rank2-will=0 <br />
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+5 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=0 <br />
|rank4-name=Omega Drone | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+55 | rank4-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ABSORTION FIELDS.png|24px]]&nbsp;[[Abilities List (LWR)#Absorption Fields|<span style="color:#333; font-size:0.9em;">Absorption Fields</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Thinman===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ALIEN POISON.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Acid Spit|<span style="color: #000;">Acid Spit</span>]]<br />
|skill5-img=[[File:Action Hunker Down.png|24px]]<br />
|skill5-text=Hunker Down<br />
}}<br />
</div><br />
'''Thinmen''' have high mobility, mediocre aim, and low will. The can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a corrosion effect that lowers aim and mobility by 20%, removes flat DR, and prevents passive healing for the remainder of the battle. <br />
<br />
Thinmen also have the ''Snapshot'' ability, making overwatch ineffective against their shots. While overwatch is still effective against them if they move, it is often best to steady and/or shoot at them instead.<br />
<br />
Council missions tend to have disproportionally high numbers of thinmen -- it is advised to bring ample medikits on these missions to help remove corrosion from your units.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=14 |base-hp=6 | base-damage=6 | base-aim=60 | base-will=35 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:SNIPER SNAPSHOT.png|24px]]&nbsp;[[Abilities List (LWR)#Snapshot|<span style="color:#333; font-size:0.9em;">Snapshot</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN POISONCLAW.png|24px]]&nbsp;[[Abilities List (LWR)#Acidic|<span style="color:#333; font-size:0.9em;">Acidic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN_LEAP.png|24px]]&nbsp;[[Abilities List (LWR)#Leap|<span style="color:#333; font-size:0.9em;">Leap</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+6 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+3 | final-damage=+4 | final-aim=+24 | final-will=+10 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
| rank1-name=Thin Man Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=+10 | rank1-will=+12 <br />
| rank2-name=Whisper | rank2-level=3 | rank2-damage=+3 | rank2-hp=+8 | rank2-aim=+20 | rank2-will=+27 <br />
| rank3-name=Sidewinder | rank3-level=6 | rank3-damage=+5 | rank3-hp=+18 | rank3-aim=+30 | rank3-will=+42 <br />
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+7 | rank4-hp=+28 | rank4-aim=+50 | rank4-will=+52 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&nbsp;[[Abilities List (LWR)#Shadowstep|<span style="color:#333; font-size:0.9em;">Shadowstep</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER LOWPROFILE.png|24px]]&nbsp;[[Abilities List (LWR)#Low Profile|<span style="color:#333; font-size:0.9em;">Low Profile</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Mimetic Skin Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Concealment|<span style="color:#333; font-size:0.9em;">Concealment</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN BOMBARD.png|24px]]&nbsp;[[Abilities List (LWR)#Bombard|<span style="color:#333; font-size:0.9em;">Bombard</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER DGG.png|24px]]&nbsp;[[Abilities List (LWR)#Death From Afar|<span style="color:#333; font-size:0.9em;">Death From Afar</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Urban Combat Badge 2 (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Sharpshooter|<span style="color:#333; font-size:0.9em;">Sharpshooter</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Floater===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Floater_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Launch|<span style="color: #000;">Launch</span>]]<br />
|skill6-img=[[File:Action Hunker Down.png|24px]]<br />
|skill6-text=Hunker Down<br />
}}<br />
</div><br />
'''Floaters''' tend to fly (granting +30 defense) and gain the ''Tactical Mobility'' ability, granting them +15 defense while in flight or in cover. This makes them quite elusive. They also get +20 bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. <br />
<br />
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Additionally, the '''Bullseye''' perk will grant additional aim against them when they are flying. Another effective counter is using rockets as none of the floater's defense will help it against explosives.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=7 | base-damage=6 | base-aim=60 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+3 | boost-damage=+1 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+3 | final-damage=+4 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
| rank1-name=Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 <br />
| rank2-name=Floater Sentry | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+18 <br />
| rank3-name=Floater Reaver | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=+28<br />
| rank4-name=Reaver Lord | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+60 | rank4-will=+38 <br />
| rank1-perks=[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]], [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]]<br />
| rank2-perks=[[File:HEAVY RAPIDREACTION.png|24px]]&nbsp;[[Abilities List (LWR)#Rapid Reaction|<span style="color:#333; font-size:0.9em;">Rapid Reaction</span>]], [[File:SNIPER SNAPSHOT.png|24px]]&nbsp;[[Abilities List (LWR)#Snapshot|<span style="color:#333; font-size:0.9em;">Snapshot</span>]], [[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]]<br />
| rank3-perks=[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]], [[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]], [[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]], [[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]]<br />
| rank4-perks=[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]], [[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]<br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Outsider===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Outsider (EU2012).jpg|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:Action Hunker Down.png|24px]]<br />
|skill3-text=Hunker Down<br />
}}<br />
</div><br />
'''Outsiders''' are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You'll first encounter them shepherding their UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game. Be careful though, they all have the [[Abilities_List_(LWR)#Close_Combat_Specialist|Close Combat Specialist]] perk, meaning moving too close to them can be extremely dangerous.<br />
<br />
Their ''Growth'' ability causes them to gain increased stats as the mission goes on, beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will be much more common, sometimes appearing in large groups. They will occasionally patrol and are not always found in the command room.<br />
<br />
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, 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 />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=10 |base-hp=8 | base-damage=5 | base-aim=55 | base-will=50 | base-defense=0 | base-dr=1 (+2 Regen) | base-perks=<div style="display:inline-block;">[[File:ASSAULT CLOSECOMBAT.png|24px]]&nbsp;[[Abilities List (LWR)#Close Combat Specialist|<span style="color:#333; font-size:0.9em;">Close Combat Specialist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Defenders Medal 2 (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Growth|<span style="color:#333; font-size:0.9em;">Growth</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Muscle Fiber Density|<span style="color:#333; font-size:0.9em;">Muscle Fiber Density</span>]],&nbsp;</div><div style="display:inline-block;">[[File:BATTLEFATIGUE.png|24px]]&nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|<span style="color:#333; font-size:0.9em;">Adaptive Bone Marrow</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Neural Damping Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Neural Dampening|<span style="color:#333; font-size:0.9em;">Neural Dampening</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+3 | boost-damage=+2 | boost-aim=+8 | boost-will=+110 | boost-defense=0| boost-dr=+0.5 (+1 Regen) | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+3 | final-damage=+8 | final-aim=+32 | final-will=+440 | final-defense=0| final-dr=+0.5 (+4 Regen) | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Outsider Navigator | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+20 | rank1-will=+10 <br />
|rank2-name=Outsider Engineer | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+20 <br />
|rank3-name=Outsider Old Guard | rank3-level=5 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+40 | rank3-will=+30 <br />
|rank4-name=Outsider Pioneer | rank4-level=7 | rank4-damage=+4 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+40 <br />
|rank5-name=Outsider Champion | rank5-level=9 | rank5-damage=+5 | rank5-hp=+40 | rank5-aim=+60 | rank5-will=+50 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT BRINGTHEMON.png|24px]]&nbsp;[[Abilities List (LWR)#Brawler|<span style="color:#333; font-size:0.9em;">Brawler</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank5-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Chryssalid===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]<br />
|skill1-text=Melee Attack<br />
}}<br />
</div><br />
'''Chryssalids''' have great mobility and defense, and gain the ''Hardened'' ability, making them extremely agile armored threats. They also deal significant damage and will corrode any unit they hit, meaning you should attempt to kill them before they can get too close.<br />
<br />
Explosives remain an effective counter to Chryssalids, since they'll frequently charge in a tightly packed group on first sight, and are difficult to hit with most weapons. Similarly, Concussion Grenades can debilitate a whole group of Chryssalids by reducing their mobility -- this means they won't be able to move and attack any units on the next turn if there are no units close to them. Chryssalids are immune to acid, so Acid Grenades won't reduce their mobility. A ''Close Combat'' Assault can frequently finish off weakened 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 />
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=24 |base-hp=4 | base-damage=6 | base-aim=0 | base-will=20 | base-defense=50 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY STUN.png|24px]]&nbsp;[[Abilities List (LWR)#Stun Immune|<span style="color:#333; font-size:0.9em;">Stun Immune</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN POISONCLAW.png|24px]]&nbsp;[[Abilities List (LWR)#Acidic|<span style="color:#333; font-size:0.9em;">Acidic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN_LEAP.png|24px]]&nbsp;[[Abilities List (LWR)#Leap|<span style="color:#333; font-size:0.9em;">Leap</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+4 | boost-hp=+4 | boost-damage=+3 | boost-aim=0 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=+16 | final-hp=+4 | final-damage=+12 | final-aim=0 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Chryssalid Charger | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+5 <br />
|rank2-name=Chryssalid Warrior | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=0 | rank2-will=+35 <br />
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=0 | rank3-will=+45 <br />
|rank4-name=Greater Hive Queen | rank4-level=9 | rank4-damage=+11 | rank4-hp=+40 | rank4-aim=0 | rank4-will=+65 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&nbsp;[[Abilities List (LWR)#Shadowstep|<span style="color:#333; font-size:0.9em;">Shadowstep</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Regen Biofield.png|24px]]&nbsp;[[Abilities List (LWR)#Grit|<span style="color:#333; font-size:0.9em;">Grit</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|<span style="color:#333; font-size:0.9em;">Shock-Absorbent Armor</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT RESILLIENCE.png|24px]]&nbsp;[[Abilities List (LWR)#Fortified|<span style="color:#333; font-size:0.9em;">Fortified</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Zombie===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Zombie_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]<br />
|skill1-text=Melee Attack<br />
}}<br />
</div><br />
'''Zombies''' are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. 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.<br />
<br />
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.<br />
<br />
They also will corrode any unit they hit, making their melee attacks even more dangerous.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=12 | base-damage=5 | base-aim=0 | base-will=0 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:ABILITY STUN.png|24px]]&nbsp;[[Abilities List (LWR)#Stun Immune|<span style="color:#333; font-size:0.9em;">Stun Immune</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN POISONCLAW.png|24px]]&nbsp;[[Abilities List (LWR)#Acidic|<span style="color:#333; font-size:0.9em;">Acidic</span>]],&nbsp;</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+5 | boost-damage=+2 | boost-aim=0 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+5 | final-damage=+8 | final-aim=0 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Seeker===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 2<br />
|picture=[[File:Seeker_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:STRANGLE.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Strangle|<span style="color: #000;">Strangle</span>]]<br />
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill5-img=[[File:ABILITY GHOST.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Stealth|<span style="color: #000;">Stealth</span>]]<br />
}}<br />
</div><br />
'''Seekers''' can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn't much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and gaining +2 DR when strangling. Each turn the incapacitated units that are being strangled will take more and more damage. It is advised to try to kill them before they strangle as it can be difficult to remove them when strangling due to their increased resiliency.<br />
<br />
Battle Scanners and the Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters 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. 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 />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=6 | base-damage=3 | base-aim=45 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER GUNSLINGER.png|24px]]&nbsp;[[Abilities List (LWR)#Ranger|<span style="color:#333; font-size:0.9em;">Ranger</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+4 | boost-damage=+1 | boost-aim=+2 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+4 | final-damage=+4 | final-aim=+8 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Stalker | rank1-level=1 | rank1-damage=0 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=0 <br />
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+1 | rank2-hp=+14 | rank2-aim=+18 | rank2-will=0 <br />
|rank3-name=Battle Wraith | rank3-level=6 | rank3-damage=+2 | rank3-hp=+24 | rank3-aim=+26 | rank3-will=0 <br />
|rank4-name=Hydra | rank4-level=9 | rank4-damage=+3 | rank4-hp=+34 | rank4-aim=+46 | rank4-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:ASSAULT CLOSEPERSONAL.png|24px]]&nbsp;[[Abilities List (LWR)#Close Encounters|<span style="color:#333; font-size:0.9em;">Close Encounters</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Muton===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 2<br />
|picture=[[File:Muton_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill5-img=[[File:Action Hunker Down.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Hunker Down|<span style="color: #000;">Hunker Down</span>]]<br />
}}<br />
</div><br />
'''Mutons''' are sturdy aliens that gain a lot of DR when protected by cover. They start with Alien Carbines and later upgrade to Alien Rifles. <br />
<br />
Muton leaders have a ''Deflection Shield'' ability which activates when they end their turn on a move or with AP remaining, granting them defense and crit resistance against ranged attacks that scales with distance. They have access to the ''Blood Call'' ability which will grant various stat increases to allies in range, including double mobility. This can catch an unwary player off guard as a Muton moves many tiles to flank one of their soldiers.<br />
<br />
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. <br />
<br />
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or even retreating early if some of their squad mates have been killed.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=10 | base-damage=6 (upgrade: 8) | base-aim=60 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:HEAVY WILLTOSURVIVE.png|24px]]&nbsp;[[Abilities List (LWR)#Will to Survive|<span style="color:#333; font-size:0.9em;">Will to Survive</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT KILLERINSTINCT.png|24px]]&nbsp;[[Abilities List (LWR)#Tenacious Defense|<span style="color:#333; font-size:0.9em;">Tenacious Defense</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT COVERINGFIRE.png|24px]]&nbsp;[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+1 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+4 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Muton Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+20 | rank1-will=+10 <br />
|rank2-name=Muton Sentry | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+25 | rank2-will=+20 <br />
|rank3-name=Muton Centurion | rank3-level=6 | rank3-damage=+4 | rank3-hp=+30 | rank3-aim=+35 | rank3-will=+40 <br />
|rank4-name=Sargon | rank4-level=9 | rank4-damage=+6 | rank4-hp=+35 | rank4-aim=+60 | rank4-will=+60 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN BOMBARD.png|24px]]&nbsp;[[Abilities List (LWR)#Bombard|<span style="color:#333; font-size:0.9em;">Bombard</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN OVERLOAD.png|24px]]&nbsp;[[Abilities List (LWR)#Tandem Warheads|<span style="color:#333; font-size:0.9em;">Tandem Warheads</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Cyberdisc===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 3<br />
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill5-img=[[File:Action Transform.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Transform|<span style="color: #000;">Transform</span>]]<br />
}}<br />
</div><br />
'''Cyberdiscs''' are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.<br />
<br />
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage. They can transform between open and closed states: their open state is required to act and their closed state will grant them hardened and +6 DR. If they take damage in their open state, they will automatically close. However, they must open in order to act. Thus, they are best dealt with through high damage single attacks (e.g. a Mayhem sniper) when open. <br />
<br />
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 or simply fire long-range explosives at you.<br />
<br />
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with ''Holo Rounds'', making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage you have done to the Cyberdisc with their ''Repair'' ability. <br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=16 |base-hp=18 | base-damage=10 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=1 (7 When Closed) | base-perks=<div style="display:inline-block;">[[File:Action Transform.png|24px]]&nbsp;[[Abilities List (LWR)#Transform|<span style="color:#333; font-size:0.9em;">Transform</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened (When Closed)</span>]],&nbsp;</div><div style="display:inline-block;">[[File:FLASHBANG GRENADE ICON.png|24px]]&nbsp;[[Abilities List (LWR)#Death Explosion|<span style="color:#333; font-size:0.9em;">Death Explosion</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#HEAT Warheads|<span style="color:#333; font-size:0.9em;">HEAT Warheads</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+4 | boost-damage=+4 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+4 | final-damage=+16 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Cyberdisc Rover | rank1-level=1 | rank1-damage=0 | rank1-hp=+3 | rank1-aim=+5 | rank1-will=0 <br />
|rank2-name=Cyberdisc Gunship | rank2-level=5 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+15 | rank2-will=0 <br />
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+5 | rank3-hp=+23 | rank3-aim=+35 | rank3-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN OVERLOAD.png|24px]]&nbsp;[[Abilities List (LWR)#Tandem Warheads|<span style="color:#333; font-size:0.9em;">Tandem Warheads</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Mechtoid===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 4<br />
|picture=[[File:Mechtoid_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
}}<br />
</div><br />
'''Mechtoids''' will appear with Sectoid escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim.<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 they are excellent targets for psionic abilities. Chem Grenades are also useful as Mechtoids have a significant amount of flat DR and the corrosion will lower their accuracy.<br />
<br />
The Psi Shield granted to Mechtoids by ''Mind Merge'' grants a massive amount of temporary health. As a result, it is ideal that you find and kill the Sectoid that set up the link (helpfully indicated by the purple streams) before targeting the Mechtoid.<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 />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=20 | base-damage=10 | base-aim=70 | base-will=40 | base-defense=0 | base-dr=4 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:PSIONIC MINDMERGE.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Shield|<span style="color:#333; font-size:0.9em;">Psi Shield</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ABSORTION FIELDS.png|24px]]&nbsp;[[Abilities List (LWR)#Absorption Fields|<span style="color:#333; font-size:0.9em;">Absorption Fields</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]]</div><br><div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT DEEPPOCKETS.png|24px]]&nbsp;[[Abilities List (LWR)#Lock N' Load|<span style="color:#333; font-size:0.9em;">Lock N' Load</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+4 | boost-damage=+3 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+1 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+4 | final-damage=+12 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+1 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Vulcan Mechtoid | rank1-level=1 | rank1-damage=+2 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=+30 <br />
|rank2-name=Leviathan Mechtoid | rank2-level=5 | rank2-damage=+4 | rank2-hp=+26 | rank2-aim=+20 | rank2-will=+60 <br />
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+6 | rank3-hp=+36 | rank3-aim=+30 | rank3-will=+90 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|<span style="color:#333; font-size:0.9em;">Reactive Targeting Sensors</span>]]<br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Berserker===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 4<br />
|picture=[[File:Berserker_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]<br />
|skill1-text=Melee Attack<br />
|skill2-img=[[File:ALIEN BULLRUSH.png|24px]]<br />
|skill2-text=Bull Rush<br />
}}<br />
</div><br />
'''Berserkers''' can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.<br />
<br />
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are ''Hardened'' and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Concussing a Berserker will reduce its movement range to well below Concussion throw range, so is a good way to neutralize a Berserker you're not ready to kill.<br />
<br />
Berserker Leaders have the ''Overpower'' ability, which grants them an overpowering aura. Non-SHIV XCOM units within their line of sight perform a will test against their will after each move or action taken. Failing this will test ends the unit's turn immediately. This means low will multi-action units are much less effective when there is a Berserker leader present. This can countered with psionics, either by reducing their will or causing them to panic. Additionally, the ''Steadfast'' ability (can be gained by equipping an alien trophy) grants immunity to being overpowered.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=17 |base-hp=16 | base-damage=14 | base-aim=60 | base-will=30 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ALIEN BLOODLUST.png|24px]]&nbsp;[[Abilities List (LWR)#Bloodlust|<span style="color:#333; font-size:0.9em;">Bloodlust</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN INTIMIDATE.png|24px]]&nbsp;[[Abilities List (LWR)#Intimidate|<span style="color:#333; font-size:0.9em;">Intimidate</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Muscle Fiber Density|<span style="color:#333; font-size:0.9em;">Muscle Fiber Density</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+3 | boost-hp=+6 | boost-damage=+5 | boost-aim=0 | boost-will=+8 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=+12 | final-hp=+6 | final-damage=+20 | final-aim=0 | final-will=+32 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Alpha Berserker | rank1-level=1 | rank1-damage=+4 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+30 <br />
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+8 | rank2-hp=+15 | rank2-aim=0 | rank2-will=+60 <br />
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+12 | rank3-hp=+35 | rank3-aim=0 | rank3-will=+90 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN_IMPLANT.png|24px]]&nbsp;[[Abilities List (LWR)#Overpower|<span style="color:#333; font-size:0.9em;">Overpower</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|<span style="color:#333; font-size:0.9em;">Shock-Absorbent Armor</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT RESILLIENCE.png|24px]]&nbsp;[[Abilities List (LWR)#Fortified|<span style="color:#333; font-size:0.9em;">Fortified</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Regen Biofield.png|24px]]&nbsp;[[Abilities List (LWR)#Grit|<span style="color:#333; font-size:0.9em;">Grit</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Sectoid Commander===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 5<br />
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:Action Hunker Down.png|24px]]<br />
|skill3-text=Hunker Down<br />
|skill4-img=[[File:PSIONIC GREATERMINDMERGE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|<span style="color: #000;">Greater Mind Merge</span>]]<br />
|skill5-img=[[File:PSIONIC MINDCONTROL.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Mind Control|<span style="color: #000;">Mind Control</span>]]<br />
|skill6-img=[[File:PSIONIC PANIC.png|24px]]<br />
|skill6-text=[[Abilities List (LWR)#Psi Panic|<span style="color: #000;">Psi Panic</span>]]<br />
|skill7-img=[[File:PSIONIC MINDFRAY.png|24px]]<br />
|skill7-text=[[Abilities List (LWR)#Mind Fray|<span style="color: #000;">Mind Fray</span>]]<br />
}}<br />
</div><br />
'''Sectoid Commanders''' represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared player could easily have their entire squad decimated by a Sectoid Commander. <br />
<br />
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting, making them even more effective in their role. They all have the ''Psi Mastery'' ability, and will be able to use multiple psionic abilities each turn.<br />
<br />
Their ''Greater Mind Merge'' is now quite powerful, granting multiple targets both +100 aim and +100 crit in addition to the +25 will and healing. They can also use ''Mind Control'' which will turn one of your soldiers against you.<br />
<br />
They also gain the ''Distortion'' ability which distorts reality around them, making non-psionic attacks deal 65% less damage against them, and granting nearby allies +10 defense. In addition, ''Distortion'' will prevent squadsight shots from being able to target them.<br />
<br />
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=14 | base-damage=7 | base-aim=80 | base-will=80 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:PSIONIC MINDCONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Mastery|<span style="color:#333; font-size:0.9em;">Psi Mastery</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Distortion Field.png|24px]]&nbsp;[[Abilities List (LWR)#Distortion|<span style="color:#333; font-size:0.9em;">Distortion</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER LOWPROFILE.png|24px]]&nbsp;[[Abilities List (LWR)#Low Profile|<span style="color:#333; font-size:0.9em;">Low Profile</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+2 | boost-damage=+2 | boost-aim=+5 | boost-will=+30 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+2 | final-damage=+8 | final-aim=+20 | final-will=+80 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Sectoid Lieutenant Commander | rank1-level=1 | rank1-damage=+3 | rank1-hp=+4 | rank1-aim=+20 | rank1-will=+20 <br />
|rank2-name=Sectoid Chief Commander | rank2-level=5 | rank2-damage=+5 | rank2-hp=+8 | rank2-aim=+40 | rank2-will=+30 <br />
|rank3-name=Great Reticulan | rank3-level=9 | rank3-damage=+8 | rank3-hp=+12 | rank3-aim=+60 | rank3-will=+50 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT DEEPPOCKETS.png|24px]]&nbsp;[[Abilities List (LWR)#Lock N' Load|<span style="color:#333; font-size:0.9em;">Lock N' Load</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Heavy Floater===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 6<br />
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill5-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill6-img=[[File:ALIEN LAUNCH.png|24px]]<br />
|skill6-text=[[Abilities List (LWR)#Launch|<span style="color: #000;">Launch</span>]]<br />
|skill7-img=[[File:Action Hunker Down.png|24px]]<br />
|skill7-text=Hunker Down<br />
}}<br />
</div><br />
The '''Heavy Floater''' is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.<br />
<br />
They also have ''Rapid Reaction'' granting them the ability to trigger overwatch against units they can't originally see, and do so 3x per turn.<br />
<br />
They also have ''Critical System Targeting'' and hit quite hard (often with high aim due to elevation), so tanking their shots with mechanical units is quite costly.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=14 |base-hp=16 | base-damage=8 | base-aim=80 | base-will=35 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:HEAVY RAPIDREACTION.png|24px]]&nbsp;[[Abilities List (LWR)#Rapid Reaction|<span style="color:#333; font-size:0.9em;">Rapid Reaction</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+5 | boost-damage=+2 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+5 | final-damage=+8 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Heavy Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 <br />
|rank2-name=Aircobra | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 <br />
|rank3-name=Archon | rank3-level=9 | rank3-damage=+6 | rank3-hp=+25 | rank3-aim=+40 | rank3-will=+40 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT CLOSEPERSONAL.png|24px]]&nbsp;[[Abilities List (LWR)#Close Encounters|<span style="color:#333; font-size:0.9em;">Close Encounters</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SNAPSHOT.png|24px]]&nbsp;[[Abilities List (LWR)#Snapshot|<span style="color:#333; font-size:0.9em;">Snapshot</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN OVERLOAD.png|24px]]&nbsp;[[Abilities List (LWR)#Tandem Warheads|<span style="color:#333; font-size:0.9em;">Tandem Warheads</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY MAYHEM.png|24px]]&nbsp;[[Abilities List (LWR)#Mayhem|<span style="color:#333;font-size:0.9em;">Mayhem</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY WILLTOSURVIVE.png|24px]]&nbsp;[[Abilities List (LWR)#Will to Survive|<span style="color:#333; font-size:0.9em;">Will to Survive</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Muton Elite===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 6<br />
|picture=[[File:Elite_Muton_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill5-img=[[File:Action Hunker Down.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Hunker Down|<span style="color: #000;">Hunker Down</span>]]<br />
}}<br />
</div><br />
'''Muton Elites''' are looking similar to Mutons, but with a red armor and a helmet.<br />
<br />
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from ''Blood Call''. They all have the ''Shredder'' ability which means your hardened units should take care to avoid their shots.<br />
<br />
They are even sturdier then their regular and beserker counterparts as they have more defensive perks and more innate DR.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=24 | base-damage=10 | base-aim=80 | base-will=50 | base-defense=0 | base-dr=2 | base-perks=<div style="display:inline-block;">[[File:HEAVY SHREDDER.png|24px]]&nbsp;[[Abilities List (LWR)#Shredder|<span style="color:#333; font-size:0.9em;">Shredder</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY WILLTOSURVIVE.png|24px]]&nbsp;[[Abilities List (LWR)#Will to Survive|<span style="color:#333; font-size:0.9em;">Will to Survive</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT KILLERINSTINCT.png|24px]]&nbsp;[[Abilities List (LWR)#Tenacious Defense|<span style="color:#333;font-size:0.9em;">Tenacious Defense</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT COVERINGFIRE.png|24px]]&nbsp;[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+5 | boost-damage=+3 | boost-aim=+8 | boost-will=+10 | boost-defense=0 | boost-dr=+0.8 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+5 | final-damage=+12 | final-aim=+32 | final-will=+40 | final-defense=0 | final-dr=+0.8 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Muton Elite Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=0 | rank1-aim=0 | rank1-will=0 <br />
|rank2-name=Muton Elite Sentry | rank2-level=3 | rank2-damage=+4 | rank2-hp=+5 | rank2-aim=+5 | rank2-will=+10 <br />
|rank3-name=Muton Elite Centurion | rank3-level=5 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=+30 <br />
|rank4-name=Muton Elite Praetorian | rank4-level=8 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=+20 | rank4-will=+70 <br />
|rank5-name=Bashar | rank5-level=9 | rank5-damage=+10 | rank5-hp=+55 | rank5-aim=+40 | rank5-will=+80 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT DEEPPOCKETS.png|24px]]&nbsp;[[Abilities List (LWR)#Lock N' Load|<span style="color:#333; font-size:0.9em;">Lock N' Load</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Regen Biofield.png|24px]]&nbsp;[[Abilities List (LWR)#Grit|<span style="color:#333; font-size:0.9em;">Grit</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT BRINGTHEMON.png|24px]]&nbsp;[[Abilities List (LWR)#Bring 'Em On|<span style="color:#333; font-size:0.9em;">Bring 'Em On</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Neural Damping Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Neural Dampening|<span style="color:#333; font-size:0.9em;">Neural Dampening</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT CLOSECOMBAT.png|24px]]&nbsp;[[Abilities List (LWR)#Close Combat Specialist|<span style="color:#333; font-size:0.9em;">Close Combat Specialist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
| rank5-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Sectopod===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 7<br />
|picture=[[File:Sectopod 1 (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]<br />
|skill1-text=[[Abilities List (LWR)#Cannon Fire|<span style="color: #000;">Cannon Fire</span>]]<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:ALIEN CLUSTERBOMB.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Cluster Bomb|<span style="color: #000;">Cluster Bomb</span>]]<br />
}}<br />
</div><br />
'''Sectopods''' are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on.<br />
<br />
They have extremely high damage and extremely high aim. Tanking their shots should only be done by very resilient units, and they will still likely lose the majority of their health.<br />
<br />
Not only do they output incredible offensive power, their HP and flat DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to do reasonable amounts of damage.<br />
<br />
By the time you encounter these units, you should hopefully be well on your way to finishing your campaign!<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=45 | base-damage=20 (Secondary: 9, Cluster Bomb: 30) | base-aim=100 | base-will=0 | base-defense=0 | base-dr=8 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:FLASHBANG GRENADE ICON.png|24px]]&nbsp;[[Abilities List (LWR)#Death Explosion|<span style="color:#333; font-size:0.9em;">Death Explosion</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ABSORTION FIELDS.png|24px]]&nbsp;[[Abilities List (LWR)#Absorption Fields|<span style="color:#333; font-size:0.9em;">Absorption Fields</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT RESILLIENCE.png|24px]]&nbsp;[[Abilities List (LWR)#Fortified|<span style="color:#333; font-size:0.9em;">Fortified</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]]</div><br />
| boost-level=7, 9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+8 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1.5 | boost-perks=<br />
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+32 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Sectopod Destroyer | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=0 <br />
|rank2-name=Sectopod Titan | rank2-level=5 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=0 <br />
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|<span style="color:#333; font-size:0.9em;">Reactive Targeting Sensors</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Ethereal===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 8<br />
|picture=[[File:Ethereal_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:PSIONIC PSILANCE.png|24px]]<br />
|skill1-text=[[Abilities List (LWR)#Psi Lance|<span style="color: #000;">Psi Lance</span>]]<br />
|skill2-img=[[File:PSIONIC MINDCONTROL.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Mind Control|<span style="color: #000;">Mind Control</span>]]<br />
|skill3-img=[[File:PSIONIC PANIC.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Psi Panic|<span style="color: #000;">Psi Panic</span>]]<br />
|skill4-img=[[File:PSIONIC MINDFRAY.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Mind Fray|<span style="color: #000;">Mind Fray</span>]]<br />
|skill5-img=[[File:PSIONIC RIFT.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Rift|<span style="color: #000;">Rift</span>]]<br />
}}<br />
</div><br />
<br />
The '''Ethereals''' are the floating psionic leaders of the alien race -- they represent the pinnacle of danger a Commander will encounter. 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. Moreover, with ''Psi Mastery'' they can perform 2 attacks each turn.<br />
<br />
Just like Sectoid Commanders they have the ''Distortion'' ability, granting immunity to squadsight and reducing any damage dealt to them. They also regenerate health, have innate defense, and the ''Overpower'' ability. Overall, this makes them extremely resilient.<br />
<br />
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=16 |base-hp=24 | base-damage=0 | base-aim=100 | base-will=120 | base-defense=50 | base-dr=+3 regen | base-perks=<div style="display:inline-block;">[[File:PSIONIC MINDCONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Mastery|<span style="color:#333; font-size:0.9em;">Psi Mastery</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Distortion Field.png|24px]]&nbsp;[[Abilities List (LWR)#Distortion|<span style="color:#333; font-size:0.9em;">Distortion</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN_IMPLANT.png|24px]]&nbsp;[[Abilities List (LWR)#Overpower|<span style="color:#333; font-size:0.9em;">Overpower</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT COVERINGFIRE.png|24px]]&nbsp;[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]],&nbsp;</div><div style="display:inline-block;">[[File:BATTLEFATIGUE.png|24px]]&nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|<span style="color:#333; font-size:0.9em;">Adaptive Bone Marrow</span>]]</div><br />
| boost-level=7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+5 | boost-damage=+4 | boost-aim=+10 | boost-will=+20 | boost-defense=0 | boost-dr=+3 regen | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+5 | final-damage=+16 | final-aim=+40 | final-will=+20 | final-defense=0 | final-dr=+3 regen | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Etheral Primus | rank1-level=1 | rank1-damage=+2 | rank1-hp=+8 | rank1-aim=0 | rank1-will=+20 <br />
|rank2-name=Ethereal Overmind | rank2-level=9 | rank2-damage=+6 | rank2-hp=+12 | rank2-aim=0 | rank2-will=+50 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
</div></div>Pathologichttps://www.ufopaedia.org/index.php?title=Second_Wave_(LWR)&diff=96339Second Wave (LWR)2020-08-26T18:51:28Z<p>Pathologic: 1.27.16 Update</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
{|class="wikitable" <br />
! style="padding:5px;" | #!!Name!!Text!!Notes<br />
|- <br />
| style="text-align: center; width: 4%; min-width: 30px;" | 0 <br />
| style="text-align: center; padding: 10px 15px; width: 10%" | Damage Roulette<br />
| style="padding: 10px 15px; width: 43%" | Weapons have much wider range of damage.<br />
| style="padding: 10px 15px; width: 43%" | Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 1<br />
| style="text-align: center; padding: 10px 15px;" | New Economy<br />
| style="padding: 10px 15px;" | The funding offered by individual council members is randomized.<br />
| style="padding: 10px 15px;" | [[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].<br />
|-<br />
| style="text-align: center;" | 2<br />
| style="text-align: center; padding: 10px 15px;" | Strict Screening<br />
| style="padding: 10px 15px;" | All soldier starting stats (including unique soldiers) are fixed at the averages of soldiers' typical ranges with +5 will.<br />
| style="padding: 10px 15px;" | Overrides Balanced Soldiers (#31). By default soldiers will have randomized starting stats. Selecting this option will revert to fixed starting stats for all soldiers.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 3<br />
| style="text-align: center; padding: 10px 15px;" | Predictable Potential<br />
| style="padding: 10px 15px;" | Promotion stat gains are non-random.<br />
| style="padding: 10px 15px;" | Replaces Hidden Potential, as that feature is now enabled by default.<br />
|-<br />
| style="text-align: center;" | 4<br />
| style="text-align: center; padding: 10px 15px;" | Training Roulette<br />
| style="padding: 10px 15px;" | Each soldier's training tree will be partially randomly generated.<br />
| style="padding: 10px 15px;" | Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 5<br />
| style="text-align: center; padding: 10px 15px;" | Save Scum<br />
| style="padding: 10px 15px;" | Loading a saved game will reset the random number seed.<br />
| style="padding: 10px 15px;" | Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].<br />
|-<br />
| style="text-align: center;" | 6<br />
| style="text-align: center; padding: 10px 15px;" | Predictable Damage<br />
| style="padding: 10px 15px;" | Damage is not randomized. Cancels out Damage Roulette (#0).<br />
| style="padding: 10px 15px;" | Replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34).<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 7 <br />
| style="text-align: center; padding: 10px 15px;" | Absolutely Critical<br />
| style="padding: 10px 15px;" | Flanking shots receive +100 bonus (instead of +50) to critical hit chances.<br />
| style="padding: 10px 15px;" | Unchanged from Vanilla EW.<br />
|-<br />
| style="text-align: center;" | 8<br />
| style="text-align: center; padding: 10px 15px;" | Not So Long War<br />
| style="padding: 10px 15px;" | Overall campaign length halved.<br />
| style="padding: 10px 15px;" | Replaces Liberators. When combined with Very Long War (#9), the campaign length is tripled instead. <br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 9<br />
| style="text-align: center; padding: 10px 15px;" | Very Long War<br />
| style="padding: 10px 15px;" | Overall campaign length doubled.<br />
| style="padding: 10px 15px;" | Replaces Dynamic War. (LW 1.0 issues with DW have been fixed and all LWR games are DW games)<br />
|-<br />
| style="text-align: center;" | 10 <br />
| style="text-align: center; padding: 10px 15px;" | Results Driven<br />
| style="padding: 10px 15px;" | A country will offer less funding as its panic increases.<br />
| style="padding: 10px 15px;" | Funding ranges from 150-50% depending on panic. Starts at ~100% on Impossible.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 11<br />
| style="text-align: center; padding: 10px 15px;" | Elite XCOM<br />
| style="padding: 10px 15px;" | All XCOM units gain +25% hit chance in all cases<br />
| style="padding: 10px 15px;" | Same as Cinematic Mode in Long War, but now provides +25 aim by default.<br />
|-<br />
| style="text-align: center;" | 12<br />
| style="text-align: center; padding: 10px 15px;" | Air Domination<br />
| style="padding: 10px 15px;" | XCOM aircraft gain +100% fire rate.<br />
| style="padding: 10px 15px;" | Replaces Diminishing Returns. This option allows greater control over air game difficulty.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 13<br />
| style="text-align: center; padding: 10px 15px;" | Wear and Tear<br />
| style="padding: 10px 15px;" | Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.||<br />
|-<br />
| style="text-align: center;" | 14<br />
| style="text-align: center; padding: 10px 15px;" | Itchy Trigger Tentacle<br />
| style="padding: 10px 15px;" | Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch on all missions.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 15<br />
| style="text-align: center; padding: 10px 15px;" | War Weariness<br />
| style="padding: 10px 15px;" | Overall funding levels drop over time.<br />
| style="padding: 10px 15px;" | Funding drops from 130% to 40% over 18 months.<br />
|-<br />
| style="text-align: center;" | 16<br />
| style="text-align: center; padding: 10px 15px;" | Bronzeman Mode<br />
| style="padding: 10px 15px;" | Allows restart of missions via Pause menu in Ironman mode.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 17<br />
| style="text-align: center; padding: 10px 15px;" | Total Loss<br />
| style="padding: 10px 15px;" | Sometimes lose gear from soldiers who are killed or left behind (Normally, gear can only be lost on failed missions).<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|-<br />
| style="text-align: center;" | 18<br />
| style="text-align: center; padding: 10px 15px;" | Commander's Choice<br />
| style="padding: 10px 15px;" | You may select the class of each soldier upon promotion to specialist.<br />
| style="padding: 10px 15px;" | Use the cycle-soldier icons at the bottom of the class selection screen in the barracks view to rotate through the classes. For Controllers press L1/R1 or LB/RB or whatever you use to cycle soldiers.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 19<br />
| style="text-align: center; padding: 10px 15px;" | Aiming Angles<br />
| style="padding: 10px 15px;" | Units receive an aim bonus the closer they are to flanking an enemy.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|-<br />
| style="text-align: center;" | 20 <br />
| style="text-align: center; padding: 10px 15px;" | Mind Hates Matter<br />
| style="padding: 10px 15px;" | Genetically modified soldiers cannot undergo psi testing, and vice versa.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 21 <br />
| style="text-align: center; padding: 10px 15px;" | Hidden Trees<br />
| style="padding: 10px 15px;" | You cannot see perk options for ranks a given soldier has not attained.||<br />
|-<br />
| style="text-align: center;" | 22 <br />
| style="text-align: center; padding: 10px 15px;" | Durability<br />
| style="padding: 10px 15px;" | Items never need to be repaired.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 23<br />
| style="text-align: center; padding: 10px 15px;" | United Humanity<br />
| style="padding: 10px 15px;" | Exalt is inactive. Exalt troopers may still show up on some alien missions.||<br />
|-<br />
| style="text-align: center;" | 24<br />
| style="text-align: center; padding: 10px 15px;" | The Friendly Skies<br />
| style="padding: 10px 15px;" | Your interceptors gain +25% hit chance during air combat.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 25<br />
| style="text-align: center; padding: 10px 15px;" | We Are Legion<br />
| style="padding: 10px 15px;" | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions||<br />
|-<br />
| style="text-align: center;" | 26<br />
| style="text-align: center; padding: 10px 15px;" | Defective Outsiders<br />
| style="padding: 10px 15px;" | Outsiders no longer gain stats from the "Growth" perk.<br />
| style="padding: 10px 15px;" | Replaces Miracle Workers.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 27<br />
| style="text-align: center; padding: 10px 15px;" | Quick and Dirty<br />
| style="padding: 10px 15px;" | Decreases the number of aliens on most missions by 40%<br />
| style="padding: 10px 15px;" | This value can be changed in DefaultGameCore.ini.<br />
|-<br />
| style="text-align: center;" | 28<br />
| style="text-align: center; padding: 10px 15px;" | Hidden Chances<br />
| style="padding: 10px 15px;" | Enemy to-hit values will be hidden.<br />
| style="padding: 10px 15px;" | Replaces Perfect Information, as that feature is now enabled by default.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 29<br />
| style="text-align: center; padding: 10px 15px;" | Recon<br />
| style="padding: 10px 15px;" | You will see meld cans and bomb nodes in the fog.||<br />
|-<br />
| style="text-align: center;" | 30 <br />
| style="text-align: center; padding: 10px 15px;" | Sturdier UFOs<br />
| style="padding: 10px 15px;" | UFOs (except fighters/destroyers) will always be shot down.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 31 <br />
| style="text-align: center; padding: 10px 15px;" | Balanced Soldiers<br />
| style="padding: 10px 15px;" | New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers.<br />
| style="padding: 10px 15px;" | Similar to Long War where no recruit is clearly superior to another. Weighting of stats: Mobility = 8, HP = 4, Aim = 2, Will = 1.<br />
|-<br />
| style="text-align: center;" | 32<br />
| style="text-align: center; padding: 10px 15px;" | Wolverine Blood<br />
| style="padding: 10px 15px;" | Injury times are reduced by 50%.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 33<br />
| style="text-align: center; padding: 10px 15px;" | Fresh Recruits<br />
| style="padding: 10px 15px;" | Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.||<br />
|-<br />
| style="text-align: center;" | 34<br />
| style="text-align: center; padding: 10px 15px;" | Just a Flesh Wound<br />
| style="padding: 10px 15px;" | Turns off Red Fog.<br />
| style="padding: 10px 15px;" | With Red Fog, damage to units degrades their aim and will by 1-35, melee damage by 1-70%, throw range by 1-35%, flat DR by 1-50%, mobility by 1-6, and increases scatter by 1-100%.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 35<br />
| style="text-align: center; padding: 10px 15px;" | Consistent Fatigue<br />
| style="padding: 10px 15px;" | Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is increased to compensate.<br />
| style="padding: 10px 15px;" | Same as how fatigue worked in Long War.<br />
|}</div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Flush_(LWR)&diff=96338Template:Flush (LWR)2020-08-26T18:48:47Z<p>Pathologic: Update to 1.27.16</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:ASSAULT FLUSH.png|32px|{{{align|center}}}|Flush]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Flush|Flush]]'''{{#if:{{{text|}}}|<br/>''Fire a +40 aim -50% weapon damage shot that clears enemy overwatch and encourages non-hunkered ground targets to move. Consumes 2 ammo. The flush shot itself is still subject to reaction fire. 1 turn cooldown.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Steadfast_(LWR)&diff=95593Template:Steadfast (LWR)2020-08-16T16:16:18Z<p>Pathologic: 1.27.12 Update</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:Defenders Medal 1 (EU2012).png|32px|{{{align|center}}}|Steadfast]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Steadfast|Steadfast]]'''{{#if:{{{text|}}}|<br/>''Grants Immunity to panic (except from flames or psionics) and reduces the chance to be hit by psionic attacks and overpower by 20%.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:International_Warriors_(LWR)&diff=95592Template:International Warriors (LWR)2020-08-16T16:12:36Z<p>Pathologic: 1.27.12 Update</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:International Service Cross 2 (EU2012).png|32px|{{{align|center}}}|International Warriors]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#International Warriors|International Warriors]]'''{{#if:{{{text|}}}|<br/>''Squad receives +4 aim per continent bonus XCOM has earned.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Stay_Frosty_(LWR)&diff=95591Template:Stay Frosty (LWR)2020-08-16T16:12:01Z<p>Pathologic: 1.27.12 Update</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:Stay Frosty.png|32px|{{{align|center}}}|Stay Frosty]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Stay Frosty|Stay Frosty]]'''{{#if:{{{text|}}}|<br/>''All units in the squad have post-mission fatigue reduced by 7%. Gain Commanding Officer [1 command charge, +15% squad xp/rank, -20% personal fatigue].''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Second_Wave_(LWR)&diff=95590Second Wave (LWR)2020-08-16T16:10:13Z<p>Pathologic: 1.27.12 Update</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
{|class="wikitable" <br />
! style="padding:5px;" | #!!Name!!Text!!Notes<br />
|- <br />
| style="text-align: center; width: 4%; min-width: 30px;" | 0 <br />
| style="text-align: center; padding: 10px 15px; width: 10%" | Damage Roulette<br />
| style="padding: 10px 15px; width: 43%" | Weapons have much wider range of damage.<br />
| style="padding: 10px 15px; width: 43%" | Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 1<br />
| style="text-align: center; padding: 10px 15px;" | New Economy<br />
| style="padding: 10px 15px;" | The funding offered by individual council members is randomized.<br />
| style="padding: 10px 15px;" | [[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].<br />
|-<br />
| style="text-align: center;" | 2<br />
| style="text-align: center; padding: 10px 15px;" | Strict Screening<br />
| style="padding: 10px 15px;" | All soldier starting stats (including unique soldiers) are fixed at the averages of soldiers' typical ranges with +5 will.<br />
| style="padding: 10px 15px;" | Overrides Balanced Soldiers (#31). By default soldiers will have randomized starting stats. Selecting this option will revert to fixed starting stats for all soldiers.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 3<br />
| style="text-align: center; padding: 10px 15px;" | Predictable Potential<br />
| style="padding: 10px 15px;" | Promotion stat gains are non-random.<br />
| style="padding: 10px 15px;" | Replaces Hidden Potential, as that feature is now enabled by default.<br />
|-<br />
| style="text-align: center;" | 4<br />
| style="text-align: center; padding: 10px 15px;" | Training Roulette<br />
| style="padding: 10px 15px;" | Each soldier's training tree will be partially randomly generated.<br />
| style="padding: 10px 15px;" | Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 5<br />
| style="text-align: center; padding: 10px 15px;" | Save Scum<br />
| style="padding: 10px 15px;" | Loading a saved game will reset the random number seed.<br />
| style="padding: 10px 15px;" | Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].<br />
|-<br />
| style="text-align: center;" | 6<br />
| style="text-align: center; padding: 10px 15px;" | Green Fog<br />
| style="padding: 10px 15px;" | Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns<br />
| style="padding: 10px 15px;" | Replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34).<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 7 <br />
| style="text-align: center; padding: 10px 15px;" | Absolutely Critical<br />
| style="padding: 10px 15px;" | Flanking shots receive +100 bonus (instead of +50) to critical hit chances.<br />
| style="padding: 10px 15px;" | Unchanged from Vanilla EW.<br />
|-<br />
| style="text-align: center;" | 8<br />
| style="text-align: center; padding: 10px 15px;" | Not So Long War<br />
| style="padding: 10px 15px;" | Overall campaign length halved.<br />
| style="padding: 10px 15px;" | Replaces Liberators. When combined with Very Long War (#9), the campaign length is tripled instead. <br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 9<br />
| style="text-align: center; padding: 10px 15px;" | Very Long War<br />
| style="padding: 10px 15px;" | Overall campaign length doubled.<br />
| style="padding: 10px 15px;" | Replaces Dynamic War. (LW 1.0 issues with DW have been fixed and all LWR games are DW games)<br />
|-<br />
| style="text-align: center;" | 10 <br />
| style="text-align: center; padding: 10px 15px;" | Results Driven<br />
| style="padding: 10px 15px;" | A country will offer less funding as its panic increases.<br />
| style="padding: 10px 15px;" | Funding ranges from 150-50% depending on panic. Starts at ~100% on Impossible.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 11<br />
| style="text-align: center; padding: 10px 15px;" | Elite XCOM<br />
| style="padding: 10px 15px;" | All XCOM units gain +25% hit chance in all cases<br />
| style="padding: 10px 15px;" | Same as Cinematic Mode in Long War, but now provides +25 aim by default.<br />
|-<br />
| style="text-align: center;" | 12<br />
| style="text-align: center; padding: 10px 15px;" | Air Domination<br />
| style="padding: 10px 15px;" | XCOM aircraft gain +100% fire rate.<br />
| style="padding: 10px 15px;" | Replaces Diminishing Returns. This option allows greater control over air game difficulty.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 13<br />
| style="text-align: center; padding: 10px 15px;" | Wear and Tear<br />
| style="padding: 10px 15px;" | Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.||<br />
|-<br />
| style="text-align: center;" | 14<br />
| style="text-align: center; padding: 10px 15px;" | Itchy Trigger Tentacle<br />
| style="padding: 10px 15px;" | Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch on all missions.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 15<br />
| style="text-align: center; padding: 10px 15px;" | War Weariness<br />
| style="padding: 10px 15px;" | Overall funding levels drop over time.<br />
| style="padding: 10px 15px;" | Funding drops from 130% to 40% over 18 months.<br />
|-<br />
| style="text-align: center;" | 16<br />
| style="text-align: center; padding: 10px 15px;" | Bronzeman Mode<br />
| style="padding: 10px 15px;" | Allows restart of missions via Pause menu in Ironman mode.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 17<br />
| style="text-align: center; padding: 10px 15px;" | Total Loss<br />
| style="padding: 10px 15px;" | Sometimes lose gear from soldiers who are killed or left behind (Normally, gear can only be lost on failed missions).<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|-<br />
| style="text-align: center;" | 18<br />
| style="text-align: center; padding: 10px 15px;" | Commander's Choice<br />
| style="padding: 10px 15px;" | You may select the class of each soldier upon promotion to specialist.<br />
| style="padding: 10px 15px;" | Use the cycle-soldier icons at the bottom of the class selection screen in the barracks view to rotate through the classes. For Controllers press L1/R1 or LB/RB or whatever you use to cycle soldiers.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 19<br />
| style="text-align: center; padding: 10px 15px;" | Aiming Angles<br />
| style="padding: 10px 15px;" | Units receive an aim bonus the closer they are to flanking an enemy.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|-<br />
| style="text-align: center;" | 20 <br />
| style="text-align: center; padding: 10px 15px;" | Mind Hates Matter<br />
| style="padding: 10px 15px;" | Genetically modified soldiers cannot undergo psi testing, and vice versa.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 21 <br />
| style="text-align: center; padding: 10px 15px;" | Hidden Trees<br />
| style="padding: 10px 15px;" | You cannot see perk options for ranks a given soldier has not attained.||<br />
|-<br />
| style="text-align: center;" | 22 <br />
| style="text-align: center; padding: 10px 15px;" | Durability<br />
| style="padding: 10px 15px;" | Items never need to be repaired.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 23<br />
| style="text-align: center; padding: 10px 15px;" | United Humanity<br />
| style="padding: 10px 15px;" | Exalt is inactive. Exalt troopers may still show up on some alien missions.||<br />
|-<br />
| style="text-align: center;" | 24<br />
| style="text-align: center; padding: 10px 15px;" | The Friendly Skies<br />
| style="padding: 10px 15px;" | Your interceptors gain +25% hit chance during air combat.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 25<br />
| style="text-align: center; padding: 10px 15px;" | We Are Legion<br />
| style="padding: 10px 15px;" | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions||<br />
|-<br />
| style="text-align: center;" | 26<br />
| style="text-align: center; padding: 10px 15px;" | Defective Outsiders<br />
| style="padding: 10px 15px;" | Outsiders no longer gain stats from the "Growth" perk.<br />
| style="padding: 10px 15px;" | Replaces Miracle Workers.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 27<br />
| style="text-align: center; padding: 10px 15px;" | Quick and Dirty<br />
| style="padding: 10px 15px;" | Decreases the number of aliens on most missions by 40%<br />
| style="padding: 10px 15px;" | This value can be changed in DefaultGameCore.ini.<br />
|-<br />
| style="text-align: center;" | 28<br />
| style="text-align: center; padding: 10px 15px;" | Hidden Chances<br />
| style="padding: 10px 15px;" | Enemy to-hit values will be hidden.<br />
| style="padding: 10px 15px;" | Replaces Perfect Information, as that feature is now enabled by default.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 29<br />
| style="text-align: center; padding: 10px 15px;" | Recon<br />
| style="padding: 10px 15px;" | You will see meld cans and bomb nodes in the fog.||<br />
|-<br />
| style="text-align: center;" | 30 <br />
| style="text-align: center; padding: 10px 15px;" | Sturdier UFOs<br />
| style="padding: 10px 15px;" | UFOs (except fighters/destroyers) will always be shot down.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 31 <br />
| style="text-align: center; padding: 10px 15px;" | Balanced Soldiers<br />
| style="padding: 10px 15px;" | New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers.<br />
| style="padding: 10px 15px;" | Similar to Long War where no recruit is clearly superior to another. Weighting of stats: Mobility = 8, HP = 4, Aim = 2, Will = 1.<br />
|-<br />
| style="text-align: center;" | 32<br />
| style="text-align: center; padding: 10px 15px;" | Wolverine Blood<br />
| style="padding: 10px 15px;" | Injury times are reduced by 50%.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 33<br />
| style="text-align: center; padding: 10px 15px;" | Fresh Recruits<br />
| style="padding: 10px 15px;" | Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.||<br />
|-<br />
| style="text-align: center;" | 34<br />
| style="text-align: center; padding: 10px 15px;" | Just a Flesh Wound<br />
| style="padding: 10px 15px;" | Turns off Red Fog.<br />
| style="padding: 10px 15px;" | With Red Fog, damage to units degrades their aim and will by 1-35, melee damage by 1-70%, throw range by 1-35%, flat DR by 1-50%, mobility by 1-6, and increases scatter by 1-100%.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 35<br />
| style="text-align: center; padding: 10px 15px;" | Consistent Fatigue<br />
| style="padding: 10px 15px;" | Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is increased to compensate.<br />
| style="padding: 10px 15px;" | Same as how fatigue worked in Long War.<br />
|}</div>Pathologichttps://www.ufopaedia.org/index.php?title=Armor_(LWR)&diff=95503Armor (LWR)2020-08-13T02:50:31Z<p>Pathologic: Updated Leather Jacket mobility</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
[[File: Soldiers_Armors_Long_War.png|left|192px|]]<br />
<div style="float: right; padding-left: 25px;">__TOC__</div><br />
<br />
[To be expanded]<br />
<br />
[Editor note: Soldier armour and MEC armour requires updated prereq, cost and sell value information.]<br />
<br />
==Soldier armor==<br />
<br />
[To be expanded]<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 />
Armour overall provides more health to soldiers, allowing XCOM soldiers to withstand additional punishment. Armours with flight mode and the Shadow Armour lose a single item slot as compensation for the advantages of being able to fly. Furthermore the covert operative leather jacket incurs a significant movement speed penalty, intended to represent the weight of the hacking equipment they carry.<br />
<br />
Important note: Long War Rebalance represents movement speed in tiles instead of meters, thus a soldier who could move '16' meters will instead display '10' tiles, this is represented on this wiki as well. <br />
<br />
===Heavy Armor===<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" | [[File:Damage Reduction Long War.png|32px]]<br/>DR !!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 (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<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]]'''||+0||+5|| || || ||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]]'''||+0.6||+5||+0.5|| || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||[[Research (LWR)#Improved Body Armor|Improved Body Armor]]||15||title="Cost in Credits&#10;(Cost when building quickly)"|17<br />(25)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|4<br />(6)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(X)|| ||title="Duration in days&#10;(Duration when building quickly)"|10&nbsp;days<br />(5.0&nbsp;days)||XX||<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]]'''||+0.6||+7||+0.5|| || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| || ||[[Research (LWR)#Advanced Body Armor|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)"|15&nbsp;days<br />(7.5&nbsp;days)||XX||<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]]'''||+1.8||+9||+0.5|| || ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)||{{ Damage Control (LWR) }}|| ||[[Research (LWR)#Mobile Power Armor|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:Titan armor Long War.png|128px|link=Titan Armor (Long War)|Titan Armor]]<br />'''[[Titan Armor (Long War)|Titan Armor]]'''|| ||+14||+1.0|| || ||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||[[Research (LWR)#Advanced Power Armor|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:Archangel armor Long War.png|128px|link=Archangel Armor (Long War)|Archangel Armor]]<br />'''[[Archangel Armor (Long War)|Archangel Armor]]'''|| ||+14||+1.0||+10|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|1<br />(2)||{{ Tactical Mobility (LWR) }} ||Prevents strangulation<br />Prevents mobility penalty and damage from acid<br />Negates the effects of fire<br />Supports flight mode (16 fuel)<br />Double fuel with the [[Foundry (Long War)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|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:Vortex armor Long War.png|128px|link=Vortex Armor (Long War)|Vortex Armor]]<br />'''[[Vortex Armor (Long War)|Vortex Armor]]'''||+1.2||+10||+1.0|| ||+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<br />-50% fatigue<br />Required to activate the [[Gollop Chamber (Long War)|Gollop Chamber]] [[Psionic_(Long_War)|psionic ability]]||[[Research (LWR)#Mind and Machine|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 />
===Light Armor===<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" | [[File:Damage Reduction Long War.png|32px]]<br/>DR !!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 (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{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]]'''||-1.2||+2 || ||+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]]'''||+1.2||+3|| ||+5 || ||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:Aurora armor Long War.png|128px|link=Aurora Armor (Long War)|Aurora Armor]]<br />'''[[Aurora Armor (Long War)|Aurora Armor]]'''||+1.2||+6||+0.5||+5||+5||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 (LWR)#Xenopsionics|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 (LWR)#Sectoid|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]]'''||+1.8||+4|| ||+5|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Includes grappling hook||[[Research (LWR)#Advanced Body Armor|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:Banshee armor Long War.png|128px|link=Banshee Armor (Long War)|Banshee Armor]]<br />'''[[Banshee Armor (Long War)|Banshee Armor]]'''||+3.7||+7|| ||+5|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|1<br />(2)||{{ Low Profile (LWR) }}||Includes grappling hook||[[Research (LWR)#Mobile Power Armor|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:Corsair armor Long War.png|128px|link=Corsair Armor (Long War)|Corsair Armor]]<br />'''[[Corsair Armor (Long War)|Corsair Armor]]'''||+1.8||+9|| ||+5|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|2<br />(3)|| ||Includes grappling hook||[[Research (LWR)#Advanced Power Armor|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:Seraphim armor Long War.png|128px|link=Seraph Armor (Long War)|Seraph Armor]]<br />'''[[Seraph Armor (Long War)|Seraph Armor]]'''||+1.8||+9|| ||+15|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|1<br />(2)||{{ Tactical Mobility (LWR) }} ||Supports flight mode (12 fuel)<br />Double fuel with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|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:Shadow armor Long War.png|128px|link=Shadow Armor (Long War)|Shadow Armor]]<br />'''[[Shadow Armor (Long War)|Shadow Armor]]'''||+1.8||+7|| ||+5|| ||title="Amount of small items that can be equipped&#10;(Amount with the Tactical Rigging foundry project)"|1<br />(2)|| ||Includes grappling hook<br />Supports ghost mode||[[Research (LWR)#Stealth Systems|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 />
|}<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 />
MEC armor naming conventions were streamlined to better highlight their role and intended progression of armor. <br />
<br />
MEC armor no longer requires a previous tier of MEC suit to build.<br />
<br />
<span style="color: red;">BUILD COST INFO BELOW IS NOT ACCURATE TO LWR</span><br />
<br />
{|class="wikitable" width="100%"<br />
|-<br />
!rowspan="2" {{Item name (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Mobility bonus (Long War)}}!!rowspan="2" {{Health bonus (Long War)}}!!rowspan="2" | [[File:Damage Reduction Long War.png|32px]]<br/>DR !!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 (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|[[File:Base Augments Long War.png|128px|link=Armor (LWR)#MEC exoskeletons|Base Augments]]<br />'''[[Armor (LWR)#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 (LWR)#MEC exoskeletons|MEC-1]]<br />'''[[Armor (LWR)#MEC exoskeletons|MEC-1]]'''||Paladin||+1.2||+10||1.0||+30|| ||1||2||{{ Body Shield (LWR) }}||Prevents strangulation<br />Negates the effects of fire||[[Research (LWR)#Alien Biocybernetics|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|| <br />
|-align="center"<br />
|[[File:Inv_Mec4 (Long War).png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-2]]<br />'''[[Armor (LWR)#MEC exoskeletons|HMEC-2]]'''||Defender|| ||+14||2.0||+10|| ||2||2||{{ Damage Control (LWR) }}||Prevents strangulation<br />Negates the effects of fire||[[Research (LWR)#Improved Combat 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 (LWR)#MEC exoskeletons|MEC-1 Paladin]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||160|| <br />
|-align="center"<br />
|[[File:Inv_Mec2.png|128px|link=Armor (LWR)#MEC exoskeletons|LMEC-2]]<br />'''[[Armor (LWR)#MEC exoskeletons|LMEC-2]]'''||Valiant||+1.8||+6|| ||+40|| ||2||2||{{ Body Shield (LWR) }}||Prevents strangulation<br />Negates the effects of fire||[[Research (LWR)#Improved Combat 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 (LWR)#MEC exoskeletons|MEC-1 Paladin]]||title="Duration in days&#10;(Duration when building quickly)"|14&nbsp;days<br />(7.0&nbsp;days)||160|| <br />
|-align="center"<br />
|[[File:Inv_Mec3.png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-3]]<br />'''[[Armor (LWR)#MEC exoskeletons|HMEC-3]]'''|| Dauntless||+1.2||+18||3.0||+10|| ||3||3||{{ Damage Control (LWR) }}||Prevents strangulation<br />Negates the effects of fire||[[Research (LWR)#Heavy Combat 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 (LWR)#MEC exoskeletons|MEC-2 Defender]]<br />1 [[Alien Artifacts (LWR)#UFO Power Source|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 (LWR)#MEC exoskeletons|UHMEC-3]]<br />'''[[Armor (LWR)#MEC exoskeletons|UHMEC-3]]'''||Devastator|| ||+26||4.0|| || ||2||3||{{ Damage Control (LWR) }}||Prevents strangulation<br />Negates the effects of fire||[[Research (LWR)#Heavy Combat 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 (LWR)#MEC exoskeletons|MEC-2 Defender]]<br />1 [[Alien Artifacts (LWR)#UFO Power Source|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 (LWR)#MEC exoskeletons|ULMEC-3]]<br />'''[[Armor (LWR)#MEC exoskeletons|ULMEC-3]]'''||Vanguard||+4.5||+6|| ||+50|| ||2||3||{{ Body Shield (LWR) }}||Prevents strangulation<br />Negates the effects of fire||[[Research (LWR)#Mobile Combat 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 (LWR)#MEC exoskeletons|MEC-3 Valiant]]<br />1 [[Alien Artifacts (LWR)#UFO Power Source|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 (LWR)#MEC exoskeletons|LMEC-3]]<br />'''[[Armor (LWR)#MEC exoskeletons|LMEC-3]]'''||Vindicator||+2.5||+10|| ||+40|| ||3||3||{{ Body Shield (LWR) }}||Prevents strangulation<br />Negates the effects of fire||[[Research (LWR)#Mobile Combat 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 (LWR)#MEC exoskeletons|MEC-3 Valiant]]<br />1 [[Alien Artifacts (LWR)#UFO Power Source|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 />
'''Note:''' Information below is '''accurate''' to LWR.<br />
<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" | [[File:Damage Reduction Long War.png|32px]]<br/>DR !!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 (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}<br />
|-align="center"<br />
|<div id="SHIV"></div>[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]<br />'''[[S.H.I.V. (LWR)|SHIV]]'''||6.8||12+10||3||0||55||4||Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers|| ||15||title="Cost in Credits&#10;(Cost when building quickly)"|270<br />(378)|| || ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|13&nbsp;days<br />(2.6&nbsp;days)||-<br />
|-align="center"<br />
|<div id="Alloy SHIV"></div>[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]<br />'''[[S.H.I.V. (LWR)|Alloy SHIV]]'''||8.1||16+18||4||0||55||4||Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers||[[Research (LWR)#Mechtoid Autopsy|Mechtoid Autopsy]]||35||title="Cost in Credits&#10;(Cost when building quickly)"|330<br />(462)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(126)|| ||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|26&nbsp;days<br />(5.2&nbsp;days)||-<br />
|-align="center"<br />
|<div id="Hover SHIV"></div>[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]<br />'''[[S.H.I.V. (LWR)|Hover SHIV]]'''||8.7||14+14||3||20||55+30||4||Immune to strangulation<br />Negates the effects of fire<br />Provides partial cover for soldiers<br />Supports flight mode (16 fuel)||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||70||title="Cost in Credits&#10;(Cost when building quickly)"|390<br />(546)||title="Cost in Alien Alloys&#10;(Cost when building quickly)"|90<br />(126)||title="Cost in Elerium&#10;(Cost when building quickly)"|45<br />(63)||title="Cost in Meld&#10;(Cost when building quickly)"|0<br />(5)||title="Duration in days&#10;(Duration when building quickly)"|39&nbsp;days<br />(7.8&nbsp;days)||-<br />
|}<br />
<br />
==See also==<br />
{{Loadout(LWR) Navbar}}<br />
[[Category: Loadout (LWR)]]<br />
[[Category: Long War Rebalance]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Lock_n%27_Load_(LWR)&diff=95502Template:Lock n' Load (LWR)2020-08-13T02:49:05Z<p>Pathologic: 1.27.11 Update</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:SUPPORT DEEPPOCKETS.png|32px|{{{align|center}}}|Lock N' Load]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Lock N Load|Lock N' Load]]'''{{#if:{{{text|}}}|<br/>''Reloading any weapon costs only 1 AP.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Mayhem_(LWR)&diff=95501Template:Mayhem (LWR)2020-08-13T02:48:02Z<p>Pathologic: 1.27.11 Update</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:HEAVY MAYHEM.png|32px|{{{align|center}}}|Mayhem]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Mayhem|Mayhem]]'''{{#if:{{{text|}}}|<br/>''Grants +1 damage to suppression, +2 damage to explosives, +50% weapon damage to flush, and +100% weapon damage to sniper and strike rifles.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Flush_(LWR)&diff=95500Template:Flush (LWR)2020-08-13T02:47:24Z<p>Pathologic: 1.27.11 Update</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:ASSAULT FLUSH.png|32px|{{{align|center}}}|Flush]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Flush|Flush]]'''{{#if:{{{text|}}}|<br/>''Fire a +40 aim -50% weapon damage shot that clears enemy overwatch and encourages non-hunkered ground targets to move. Consumes 2 ammo. The flush shot itself is still subject to reaction fire.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Ready_For_Anything_(LWR)&diff=95499Template:Ready For Anything (LWR)2020-08-13T02:46:42Z<p>Pathologic: 1.27.11 Update</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:MEC ADVANCED FIRE CONTROL.png|32px|{{{align|center}}}|Ready For Anything]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Ready For Anything|Ready For Anything]]'''{{#if:{{{text|}}}|<br/>''At the end of each turn, if this unit is idle and has ammo, overwatch activates. Grants +1 ammo.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Fragmentation_(LWR)&diff=95498Template:Fragmentation (LWR)2020-08-13T02:46:15Z<p>Pathologic: 1.27.11 update</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:ALIEN CLUSTERBOMB.png|32px|{{{align|center}}}|Fragmentation]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Fragmentation|Fragmentation]]'''{{#if:{{{text|}}}|<br/>''Explosives gain a 20% chance to deal double damage.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Awareness_(LWR)&diff=95497Template:Awareness (LWR)2020-08-13T02:45:54Z<p>Pathologic: Update for 1.27.11</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|{{{align|center}}}|Awareness]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Awareness|Awareness]]'''{{#if:{{{text|}}}|<br/>''Grants +10 defense (+20 more if steadying or overwatching). Doubles the Combat Readiness and In The Zone attribute bonuses.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Squadsight_(LWR)&diff=95496Template:Squadsight (LWR)2020-08-13T02:42:28Z<p>Pathologic: Updated for 1.27.11</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:SNIPER SQUADSIGHT.png|32px|{{{align|center}}}|Squad sight]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Squadsight|Squadsight]]'''{{#if:{{{text|}}}|<br/>''Allows firing beyond 18.7 tiles with long-range weapons at targets that allies can see (-3 aim/crit penalty for each tile further than 18.7).''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Difficulty_(LWR)&diff=95495Difficulty (LWR)2020-08-13T02:40:55Z<p>Pathologic: Updated for 1.27.11</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== Difficulty Curve == <br />
<br />
'''Long War Rebalance''' is designed for players of all skill levels, offering a greater range of difficulties and even more Second Wave options to customize your experience.<br />
<br />
In general, Normal difficulty is easier and Impossible is harder. Veteran Long War players who are new to this mod should seriously consider dropping their difficulty a level or two as the mod can take some experience to get used to. <br />
<br />
The difficulty curve is also adjusted so that the game starts off easier and gets significantly harder as the game progresses. <br />
<br />
{|<br />
|-<br />
| style="padding-left: 10px;" |<br />
[[File:LW_Rebalance_Difficulty.png]]<br />
|}<br />
<br />
== Expectations ==<br />
<br />
Captures and interrogations are required research: getting them early is important to avoid slowing down research. <br />
<br />
Destroyers are difficult to shoot down and attempting to in the early-mid game is not advised.<br />
<br />
Large UFOs and swarming abductions are quite challenging -- treat them with respect and do not rule out retreating. <br />
<br />
Expect to have satellites shot down, expect to not be able to stop a lot of UFOs, and expect to lose around 1 country per month to panic (give or take).<br />
<br />
== Regarding the First Mission == <br />
<br />
The first mission is <u>challenging</u>. It is intended to act as a litmus test to guide you in selecting a difficulty. If you fail the first mission you may consider dropping the difficulty a notch. Injuries and even deaths on the first mission are not unreasonable as it is intended to mimic the difficulty you would experience in some of the tougher battles in the mid-late game.<br />
<br />
==Difficulty Levels==<br />
<br />
In Long War Rebalance, difficulty levels scale the amount of resources gained from missions, as well as monthly funding, starting cash, starting HQ power, and initial country panic levels. Unlike Long War, UFO HP and alien stat bonuses from leader levels and research are scaled down on lower difficulties. Difficulty level also affects the effectiveness of the Outsiders' new Growth ability, as well as the chance for aliens to use Overwatch when dropping into missions or after using Launch. <br />
<br/><br/><br />
{| class="wikitable" style="max-width: 1280px;"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="11" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Vigilo_Confido_shield.png|24px]]</div>&nbsp;'''Strategic Changes'''<br />
|- align="center"<br />
! Difficulty <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Credits Icon}} '''XCOM Funding'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Credits Icon}} '''Starting Cash''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Power Icon}}<br/> '''HQ Power'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:PENALTY PANICKED.png|33px]]<br/> '''Initial Panic'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{AA Icon}} '''UFO Alloy Yield''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Elerium Icon}} '''UFO Elerium Yield'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Weapon Fragments Icon}} '''Fragment Yields'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Meld Icon}} '''Meld Yields'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:Health_Long_War.png|31px]]<br/>'''UFO HP'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:ABILITY HEALWOUND.png|31px]]<br/>'''Injury and Fatigue'''<br />
|- align="center"<br />
| style="width: 9%;" | Normal <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 50 <br />
| style="width: 9%;" | 200 <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 50%<br />
| style="width: 10%;" | 70%<br />
|- align="center"<br />
|Classic || 80% || 80% || 40 || 400 || 80% || 80% || 83% || 83% || 60% || 80%<br />
|- align="center"<br />
|Brutal || 60% || 60% || 35 || 600 || 60% || 60% || 77% || 67% || 80% || 90%<br />
|- align="center"<br />
|Impossible || 50% || 50% || 30 || 800 || 50% || 50% || 67% || 50% || 100% || 100%<br />
|}<br />
<br />
{| class="wikitable" style="max-width: 1280px;"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="10" style="padding: 7px;" | <div style="display:inline-block; position:relative; top: -2px;">[[Image:Head red 2.png|20px]]</div>&nbsp;&nbsp;'''Alien Changes'''<br />
|- align="center"<br />
! Difficulty <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:Damage Long War.png|31px]]<br/>'''Base Damage'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:Health_Long_War.png|31px]]<br/>'''HP''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:Aim_Long_War.png|31px]]<br/>'''Aim'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:Will_Long_War.png|31px]]<br/>'''Will''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br/>'''Level Gains'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br/>'''Attribute Gains'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:Defenders Medal 2 (EU2012).png|32px]]<br/>'''Outsider Growth Rate'''<br />
! Drop-in/Launch Overwatch Chance<br />
|- align="center"<br />
| style="width: 16%;" | Normal <br />
| style="width: 12%;" | -1 <br />
| style="width: 12%;" | 50% <br />
| style="width: 12%;" | -20 <br />
| style="width: 12%;" | +0 <br />
| style="width: 12%;" | 62.5% <br />
| style="width: 12%;" | 50% <br />
| style="width: 12%;" | 25% <br />
| style="width: 12%;" | 0%<br />
|- align="center"<br />
|Classic || +0 || 75% || -10 || +0 || 75% || 67% || 50% || 0%<br />
|- align="center"<br />
|Brutal || +0 || 90% || +0 || +10 || 87.5% || 83% || 75% || 50%<br />
|- align="center"<br />
|Impossible || +1 || 100% || +10 || +20 || 100% || 100% || 100% || 100%<br />
|}<br />
<br />
''Note: Outsider growth is disabled when using Second Wave option: '''(#26) Defective Outsiders'''''<br />
<br />
{| class="wikitable" style="width: 400px"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="8" style="padding: 6px;" | '''First Mission Alien Count'''<br />
|- align="center"<br />
! style="padding: 4px;" | Difficulty !! style="padding: 4px;" | Sectoids !! style="padding: 4px;" | Outsiders<br />
|- align="center"<br />
| style="width: 150px;" | Normal || 10 || -<br />
|- align="center"<br />
|Classic || 12 || -<br />
|- align="center"<br />
|Brutal || 13 || 1<br />
|- align="center"<br />
|Impossible || 14 || 2<br />
|}</div>Pathologichttps://www.ufopaedia.org/index.php?title=Alien_Level_(LWR)&diff=95494Alien Level (LWR)2020-08-13T02:32:48Z<p>Pathologic: Updated for 1.27.11</p>
<hr />
<div>[[Long_War_Rebalance|Back to Main Page]]<br />
==Alien Levels and Alien Research==<br />
<br />
Aliens increase in '''Level''' as the game progresses and by gaining '''Research'''.<br />
<br />
Aliens gain '''Research''' via a variety of other methods, so under-performing at the strategic or tactical level can accelerate their progression. Alien Level is modified by [[Difficulty (LWR)#Difficulty_Levels|Difficulty Level]].<br />
<br />
The formula for the alien '''Level''' is: <br />
<div style="max-width: 650px;"><br />
'''Level''' = 1 + ('''Research''' + '''Days Passed''') / 50 * '''Difficulty Modifier'''<br />
</div><br />
<br />
Aliens start at '''Level 1''' and can progress to '''Level 15'''<br />
<br />
== Increasing and Decreasing Alien Research ==<br />
<br />
Research starts at 0. It is always clamped between [0.1 * Days Passed] and [0.5 * Days Passed]. Thus, it will always grow by at least 10% of the days passed and can never exceed 50% of the days passed.<br />
<br />
=== Increasing Alien Research ===<br />
<br />
* +2 per month per country under alien control<br />
* +5 for a successful [[Alien_Missions_(LWR)#Abduction|abduction mission]] (modified by Campaign Length)<br />
* +20 for successful raid on [[Missions_(LWR)#XCOM_Base_Defence|XCOM HQ]]<br />
* +2 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Scout|Scout]] (modified by Campaign Length) (increases by 10% per month)<br />
* +3 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Raider|Raider]] (modified by Campaign Length) (increases by 10% per month)<br />
* +4 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Abductor|Abductor]] (modified by Campaign Length) (increases by 10% per month)<br />
* +5 for a successful [[Alien_Missions_(LWR)#Research|research mission]] by a landed [[UFOs_(LWR)#Terror_Ship|Terror Ship]] (modified by Campaign Length) (increases by 10% per month)<br />
* +1 per lost XCOM soldier on a failed mission (killed or left behind) (modified by Campaign Length)<br />
* +50 per incorrect accusation of a country of harboring the EXALT base<br />
<br />
=== Decreasing Alien Research ===<br />
<br />
* -10 per successful assault on an [[Missions_(LWR)#Alien_Base_Assault|Alien Base]]<br />
* -2-12 per Combat Patrol sent out by XCOM<br />
<br />
==Effects of Alien Level==<br />
<br />
=== Troop Strength ===<br />
<br />
Alien Level's most notable and significant effect is to increase the strength of alien ground forces. Specifically:<br />
* Higher levels allows stronger aliens types to be fielded<br />
* Higher levels increases that stats of alien ground forces<br />
* Higher levels make alien leaders stronger<br />
<br />
See [[Alien_Life_Forms_(LWR)|Alien Life Forms]] for more information on the effect of Alien Level on alien ground forces.<br />
<br />
=== Decreased Alien Resource Consumption ===<br />
<br />
* If Alien Level is 1-7, alien missions cost <span style="color:green">100%</span> of their base required resources.<br />
* If Alien Level is 8-14, alien missions cost <span style="color:orange">72%</span> of required resources.<br />
* If Alien Level is 15+, alien missions cost <span style="color:red">40%</span> of required resources.<br />
<br />
=== Pod Size ===<br />
<br />
The number of aliens allowed in each pod is directly dependent upon current research points:<br />
<br />
* Small (Alien Level 1+): 2-4 aliens per pod<br />
* Medium (Alien Level 3+): 3-6 aliens per pod<br />
* Large (Alien Level 6+): 4-8 aliens per pod<br />
<br />
=== Meld Rewards ===<br />
<br />
Alien Level helps determine the rewards obtained from meld canisters.<br />
<div style="max-width: 940px;"><br />
Meld Canister Amount = 0.3 * Alien Resources (Min: 33%) * (1 + Alien Level/6) * Difficulty Modifier[1, 1.3, 1.6, 2.0]<br />
</div><br />
<br />
The amount of meld per canister is set to a minimum of 10 and is affected by Dynamic War.<br />
<br />
=== UFO Upgrades ===<br />
All UFOs gain a additional HP every Alien Level. Some UFOs will also gain upgraded weapons over time:<br />
<div style="max-width: 600px;"><br />
{| class="wikitable" width="100%" style="text-align: center;"<br />
|+ ''Weapon Upgrades''<br />
|-<br />
! UFO Type !! Initial Weapon <br />
! style="text-align;" | Alien Level<br />
! Upgraded Weapon <br />
|-<br />
| style="height:40px;" | Destroyer || 1x Single Plasma <br />
| style="text-align:center;" | 5<br />
| 1x Double Plasma <br />
|-<br />
| style="height:40px;" | Fighter || 1x Single Plasma <br />
| style="text-align:center;" | 6<br />
| 2x Single Plasma <br />
|- <br />
| style="height:40px;" | Abductor || 1x Double Plasma<br />
| style="text-align:center;" | 8<br />
| 1x Double Plasma <br> 1x Single Plasma <br />
|-<br />
| style="height:40px;" | Terror Ship || 1x Double Plasma<br />
| style="text-align:center;" | 8<br />
| 1x Double Plasma <br> 1x Single Plasma <br />
|-<br />
| style="height:40px;" | Raider || 1x Single Plasma <br />
| style="text-align:center;" | 11<br />
| 2x Single Plasma <br />
|-<br />
| style="height:40px;" | Assault Carrier || 1x Double Plasma <br> 1x Single Plasma<br />
| style="text-align:center;" | 11<br />
| 2x Double Plasma <br />
|}<br />
</div><br />
<br />
== See also ==<br />
{{Aliens (LWR) Navbar}}<br />
[[Category: Aliens (LWR)]]<br />
[[Category: Long War Rebalance]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&diff=95483Alien Life Forms (LWR)2020-08-09T19:32:30Z<p>Pathologic: Re-ordered the page with explanatory text coming first, as it should be</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
==Alien Pods==<br />
<br />
<br />
===Pods===<br />
Pods are typically comprised of one '''Squad Leader''' (often possessed with noticeably more stats and perks) & several regular troopers whose type is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Level_(LWR)|Alien Level]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in 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_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#ThinMan|Thinmen]] or [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] 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. The number of aliens on missions is slightly influenced by [[Alien_Resources_(LWR)|Alien Resources]].<br />
<br />
While members of a given pod do not coordinate among 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 />
<br />
Pods have a number of aliens that are directly dependent upon current [[Alien_Level_(LWR)|Alien Level]]:<br />
<br />
* Small (Alien Level 1+): 2-4 aliens per pod<br />
* Medium (Alien Level 3+): 3-6 aliens per pod<br />
* Large (Alien Level 6+): 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 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.<br />
<br />
===Pod Types===<br />
<br />
Pods come in three basic types: Soldier Pods, Terror Pods, and 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_(LWR)|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_(LWR)#Terror_Site|Terror Sites]] & [[Covert_Operations_(LWR)|Covert Operations]].<br />
<br />
* '''Terror''' Pods: Terror pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains 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. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Larger UFOs can contain multiple Command Pods. 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 a risky affair.<br />
<br />
* '''EXALT''' Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(LWR)|Covert Operations]]. All covert operations include drop ins of lone EXALT operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).<br />
<br />
==Alien Appearances==<br />
<br />
Each pod created in the game has a chance to consist of different alien types. This changes the higher the Alien Level is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has of appearing at each Alien Level.<br />
<br />
In the '''Alien Appearance Weightings''' table, the number in brackets beside each alien type is their relative weighting. As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (9 + 1) / (10 + 3 + 1 + 1 + 9 + 9 + 1 + 1 + 14 + 9 + 1) = 10 / 59 = 0.169. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the '''Alien Appearance Chances''' table.<br />
<br />
===Alien Appearance Weightings===<br />
<br />
{| class="wikitable" style="background-color: #fff; text-align:center;"<br />
|- <br />
|+<br />
|- <br />
! colspan="6" style="padding: 7px;" | Alien Appearance Weightings<br />
|- <br />
! colspan="1" style="padding: 5px;" | Alien Level<br />
! colspan="1" style="padding: 5px;" | Cumulative Weighting<br />
! colspan="4" style="padding: 5px;" | Alien Type (Relative Weighting)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 1''' || 15 || Sectoid (10) || Drone (3) || Thinman (1) || Floater (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 2''' || 35 || Floater (9) || Thinman (9) || Muton (1) || Seeker (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 3''' || 59 || Muton (14) || Seeker (9) || Cyberdisc (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 4''' || 75 || Cyberdisc (14) || Mecthoid (1) || Berserker (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 5''' || 104 || Mechtoid (14) || Berserker (14) || Sectoid Commander (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 6''' || 125 || Sectoid Commander (19) || Heavy Floater (1) || Muton Elite (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 7''' || 146 || Muton Elite (19) || Heavy Floater (19) || Sectopod (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 8''' || 166 || Sectopod (19) || Ethereal (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 9''' || 175 || Ethereal (9)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 10''' || 185 ||Ethereal (10)<br />
|}<br />
<br />
===Alien Appearance Chances===<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|- style="text-align:left;"<br />
|+<br />
|- align="center" <br />
! colspan="17" style="padding: 7px;" | Alien Appearance Chances<br />
|- align="center" <br />
! colspan="1" style="padding: 5px;" | Alien Level<br />
! colspan="2" style="padding: 5px;" | Alien Type (Chance to Appear) -- rounded to nearest percentage<br />
|-<br />
| rowspan="3" style="vertical-align:middle; font-weight:bold;" | Level 1<br />
| '''Sectoid'''<br />
| style="width: 50px; padding: 4px;" | 67%<br />
|-<br />
| '''Drone'''<br />
| style="width: 50px; padding: 4px;" | 20%<br />
|-<br />
| '''Thinman''' / '''Floater'''<br />
| style="width: 50px; padding: 4px;" | 7%<br />
|- style="background-color:#efefef;"<br />
| rowspan="3" style="vertical-align:middle; font-weight:bold;" | Level 2<br />
| Sectoid / '''Thinman''' / '''Floater'''<br />
| style="width: 50px; padding: 4px;" | 29%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 9%<br />
|- style="background-color:#efefef;"<br />
| '''Muton''' / '''Seeker'''<br />
| style="width: 50px; padding: 4px;" | 3%<br />
|-<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 3<br />
| '''Muton'''<br />
| style="width: 50px; padding: 4px;" | 24%<br />
|-<br />
| '''Seeker''' / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 17%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 5%<br />
|-<br />
| '''Cyberdisc'''<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 4<br />
| '''Cyberdisc''' / Muton<br />
| style="width: 50px; padding: 4px;" | 20%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thiman / Floater <br />
| style="width: 50px; padding: 4px;" | 20%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 4%<br />
|- style="background-color:#efefef;"<br />
| '''Mechtoid''' / '''Berserker'''<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|-<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 5<br />
| '''Mechtoid''' / '''Berserker''' / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 14%<br />
|-<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 10%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 3%<br />
|-<br />
| '''Sectoid Commander'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|- style="background-color:#efefef;"<br />
| rowspan="5" style="vertical-align:middle; font-weight:bold;" | Level 6<br />
| '''Sectoid Commander'''<br />
| style="width: 50px; padding: 4px;" | 16%<br />
|- style="background-color:#efefef;"<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 14%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 8%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| '''Heavy Floater''' / '''Muton Elite'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|-<br />
| rowspan="5" style="vertical-align:middle; font-weight:bold;" | Level 7<br />
| '''Muton Elite''' / '''Heavy Floater''' / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 14%<br />
|-<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 10%<br />
|-<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 7%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|-<br />
| '''Sectopod'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|- style="background-color:#efefef;"<br />
| rowspan="5" style="vertical-align:middle; font-weight:bold;" | Level 8<br />
| '''Sectopod''' / Muton Elite / Heavy Floater / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 12%<br />
|- style="background-color:#efefef;"<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 9%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 6%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| '''Ethereal'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|-<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 9<br />
| Sectopod / Muton Elite / Heavy Floater / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 11%<br />
|-<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 9%<br />
|-<br />
| '''Ethereal''' / Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 6%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 10<br />
| '''Ethereal''' / Sectopod / Muton Elite / Heavy Floater / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 11%<br />
|- style="background-color:#efefef;"<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 8%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 5%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|}<br />
<br />
==Alien Types==<br />
<br />
<div style="max-width: 1600px;"><br />
===Sectoid===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Sectoid (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:Action Hunker Down.png|24px]]<br />
|skill3-text=Hunker Down<br />
|skill4-img=[[File:PSIONIC PANIC.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Psionic Panic|<span style="color: #000;">Psi Panic</span>]]<br />
|skill5-img=[[File:PSIONIC MINDMERGE.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Mind Merge|<span style="color: #000;">Mind Merge</span>]]<br />
|skill6-img=[[File:PSIONIC MINDFRAY.png|24px]]<br />
|skill6-text=[[Abilities List (LWR)#Mind Fray|<span style="color: #000;">Mind Fray</span>]]<br />
}}<br />
</div><br />
'''Sectoids''' have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the ''Ranger'' perk so they have no aim penalty when shooting with their plasma pistols at a distance.<br />
<br />
Their signature ''Mind Merge'' ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown. <br />
<br />
Sectoid squad leaders get ''Psi Mastery'', allowing them to double their damage output. This makes them significantly more dangerous.<br />
<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=5 | base-damage=3 | base-aim=40 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:SNIPER GUNSLINGER.png|24px]]&nbsp;[[Abilities List (LWR)#Ranger|<span style="color:#333; font-size:0.9em;">Ranger</span>]]</div><br />
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.5 | boost-hp=+2 | boost-damage=+0.5 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+2 | final-hp=+2 | final-damage=+2 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
| rank1-name=Sectoid Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+30 <br />
| rank2-name=Sectoid Executioner | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+50 <br />
| rank3-name=Sectoid Shadow | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+70 <br />
| rank4-name=Recticulan | rank4-level=9 | rank4-damage=+5 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+80 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER LOWPROFILE.png|24px]]&nbsp;[[Abilities List (LWR)#Low Profile|<span style="color:#333; font-size:0.9em;">Low Profile</span>]],&nbsp;</div><div style="display:inline-block;">[[File:PSIONIC MINDCONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Mastery|<span style="color:#333; font-size:0.9em;">Psi Mastery</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<div style="clear:both;"></div><br />
<br><br><br />
<br />
===Drone===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Drone 1 (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill3-text=Flight<br />
|skill4-img=[[File:ALIEN REPAIR.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Repair|<span style="color: #000;">Repair</span>]]<br />
}}<br />
</div><br />
'''Drones''' can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. <br />
<br />
Their holo rounds so are effective at making your units easier to hit. <br />
<br />
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant light cover from flying with damage reduction and ability to mutually repair can make them difficult to kill.<br />
<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=10 |base-hp=2 | base-damage=3 | base-aim=60 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Master Mechanic|<span style="color:#333; font-size:0.9em;">Master Mechanic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]]</div><br />
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+1 | boost-damage=+1 | boost-aim=+3 | boost-will=0 | boost-defense=0 | boost-dr=+0.2 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+1 | final-damage=+4 | final-aim=+12 | final-will=0 | final-defense=0| final-dr=+0.2 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=0 <br />
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+3 | rank2-hp=+5 | rank2-aim=+10 | rank2-will=0 <br />
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+5 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=0 <br />
|rank4-name=Omega Drone | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+55 | rank4-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ABSORTION FIELDS.png|24px]]&nbsp;[[Abilities List (LWR)#Absorption Fields|<span style="color:#333; font-size:0.9em;">Absorption Fields</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Thinman===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ALIEN POISON.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Acid Spit|<span style="color: #000;">Acid Spit</span>]]<br />
|skill5-img=[[File:Action Hunker Down.png|24px]]<br />
|skill5-text=Hunker Down<br />
}}<br />
</div><br />
'''Thinmen''' have high mobility, mediocre aim, and low will. The can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a corrosion effect that lowers aim and mobility by 20%, removes flat DR, and prevents passive healing for the remainder of the battle. <br />
<br />
Thinmen also have the ''Snapshot'' ability, making overwatch ineffective against their shots. While overwatch is still effective against them if they move, it is often best to steady and/or shoot at them instead.<br />
<br />
Council missions tend to have disproportionally high numbers of thinmen -- it is advised to bring ample medikits on these missions to help remove corrosion from your units.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=14 |base-hp=6 | base-damage=6 | base-aim=60 | base-will=35 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:SNIPER SNAPSHOT.png|24px]]&nbsp;[[Abilities List (LWR)#Snapshot|<span style="color:#333; font-size:0.9em;">Snapshot</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN POISONCLAW.png|24px]]&nbsp;[[Abilities List (LWR)#Acidic|<span style="color:#333; font-size:0.9em;">Acidic</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+6 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+3 | final-damage=+4 | final-aim=+24 | final-will=+10 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
| rank1-name=Thin Man Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=+10 | rank1-will=+12 <br />
| rank2-name=Whisper | rank2-level=3 | rank2-damage=+3 | rank2-hp=+8 | rank2-aim=+20 | rank2-will=+27 <br />
| rank3-name=Sidewinder | rank3-level=6 | rank3-damage=+5 | rank3-hp=+18 | rank3-aim=+30 | rank3-will=+42 <br />
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+7 | rank4-hp=+28 | rank4-aim=+50 | rank4-will=+52 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&nbsp;[[Abilities List (LWR)#Shadowstep|<span style="color:#333; font-size:0.9em;">Shadowstep</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER LOWPROFILE.png|24px]]&nbsp;[[Abilities List (LWR)#Low Profile|<span style="color:#333; font-size:0.9em;">Low Profile</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Mimetic Skin Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Concealment|<span style="color:#333; font-size:0.9em;">Concealment</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN BOMBARD.png|24px]]&nbsp;[[Abilities List (LWR)#Bombard|<span style="color:#333; font-size:0.9em;">Bombard</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER DGG.png|24px]]&nbsp;[[Abilities List (LWR)#Death From Afar|<span style="color:#333; font-size:0.9em;">Death From Afar</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Urban Combat Badge 2 (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Sharpshooter|<span style="color:#333; font-size:0.9em;">Sharpshooter</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Floater===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Floater_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Launch|<span style="color: #000;">Launch</span>]]<br />
|skill6-img=[[File:Action Hunker Down.png|24px]]<br />
|skill6-text=Hunker Down<br />
}}<br />
</div><br />
'''Floaters''' tend to fly (granting +30 defense) and gain the ''Tactical Mobility'' ability, granting them +15 defense while in flight or in cover. This makes them quite elusive. They also get +20 bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. <br />
<br />
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Additionally, the '''Bullseye''' perk will grant additional aim against them when they are flying. Another effective counter is using rockets as none of the floater's defense will help it against explosives.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=7 | base-damage=6 | base-aim=60 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+3 | boost-damage=+1 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+3 | final-damage=+4 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
| rank1-name=Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 <br />
| rank2-name=Floater Sentry | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+18 <br />
| rank3-name=Floater Reaver | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=+28<br />
| rank4-name=Reaver Lord | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+60 | rank4-will=+38 <br />
| rank1-perks=[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]], [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]]<br />
| rank2-perks=[[File:HEAVY RAPIDREACTION.png|24px]]&nbsp;[[Abilities List (LWR)#Rapid Reaction|<span style="color:#333; font-size:0.9em;">Rapid Reaction</span>]], [[File:SNIPER SNAPSHOT.png|24px]]&nbsp;[[Abilities List (LWR)#Snapshot|<span style="color:#333; font-size:0.9em;">Snapshot</span>]], [[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]]<br />
| rank3-perks=[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]], [[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]], [[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]], [[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]], [[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]]<br />
| rank4-perks=[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]], [[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]<br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Outsider===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Outsider (EU2012).jpg|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:Action Hunker Down.png|24px]]<br />
|skill3-text=Hunker Down<br />
}}<br />
</div><br />
'''Outsiders''' are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You'll first encounter them shepherding their UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game. Be careful though, they all have the [[Abilities_List_(LWR)#Close_Combat_Specialist|Close Combat Specialist]] perk, meaning moving too close to them can be extremely dangerous.<br />
<br />
Their ''Growth'' ability causes them to gain increased stats as the mission goes on, beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will be much more common, sometimes appearing in large groups. They will occasionally patrol and are not always found in the command room.<br />
<br />
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, 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 />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=10 |base-hp=8 | base-damage=5 | base-aim=55 | base-will=50 | base-defense=0 | base-dr=1 (+2 Regen) | base-perks=<div style="display:inline-block;">[[File:ASSAULT CLOSECOMBAT.png|24px]]&nbsp;[[Abilities List (LWR)#Close Combat Specialist|<span style="color:#333; font-size:0.9em;">Close Combat Specialist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Defenders Medal 2 (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Growth|<span style="color:#333; font-size:0.9em;">Growth</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Muscle Fiber Density|<span style="color:#333; font-size:0.9em;">Muscle Fiber Density</span>]],&nbsp;</div><div style="display:inline-block;">[[File:BATTLEFATIGUE.png|24px]]&nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|<span style="color:#333; font-size:0.9em;">Adaptive Bone Marrow</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Neural Damping Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Neural Dampening|<span style="color:#333; font-size:0.9em;">Neural Dampening</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+3 | boost-damage=+2 | boost-aim=+8 | boost-will=+110 | boost-defense=0| boost-dr=+0.5 (+1 Regen) | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+3 | final-damage=+8 | final-aim=+32 | final-will=+440 | final-defense=0| final-dr=+0.5 (+4 Regen) | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Outsider Navigator | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+20 | rank1-will=+10 <br />
|rank2-name=Outsider Engineer | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+20 <br />
|rank3-name=Outsider Old Guard | rank3-level=5 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+40 | rank3-will=+30 <br />
|rank4-name=Outsider Pioneer | rank4-level=7 | rank4-damage=+4 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+40 <br />
|rank5-name=Outsider Champion | rank5-level=9 | rank5-damage=+5 | rank5-hp=+40 | rank5-aim=+60 | rank5-will=+50 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT BRINGTHEMON.png|24px]]&nbsp;[[Abilities List (LWR)#Brawler|<span style="color:#333; font-size:0.9em;">Brawler</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank5-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Chryssalid===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]<br />
|skill1-text=Melee Attack<br />
}}<br />
</div><br />
'''Chryssalids''' have great mobility and defense, and gain the ''Hardened'' ability, making them extremely agile armored threats. They also deal significant damage and will corrode any unit they hit, meaning you should attempt to kill them before they can get too close.<br />
<br />
Explosives remain an effective counter to Chryssalids, since they'll frequently charge in a tightly packed group on first sight, and are difficult to hit with most weapons. Similarly, Concussion Grenades can debilitate a whole group of Chryssalids by reducing their mobility -- this means they won't be able to move and attack any units on the next turn if there are no units close to them. Chryssalids are immune to acid, so Acid Grenades won't reduce their mobility. A ''Close Combat'' Assault can frequently finish off weakened 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 />
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=24 |base-hp=4 | base-damage=6 | base-aim=0 | base-will=20 | base-defense=50 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY STUN.png|24px]]&nbsp;[[Abilities List (LWR)#Stun Immune|<span style="color:#333; font-size:0.9em;">Stun Immune</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Muscle Fiber Density|<span style="color:#333; font-size:0.9em;">Muscle Fiber Density</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+4 | boost-hp=+4 | boost-damage=+3 | boost-aim=0 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=+16 | final-hp=+4 | final-damage=+12 | final-aim=0 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Chryssalid Charger | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+5 <br />
|rank2-name=Chryssalid Warrior | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=0 | rank2-will=+35 <br />
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=0 | rank3-will=+45 <br />
|rank4-name=Greater Hive Queen | rank4-level=9 | rank4-damage=+11 | rank4-hp=+40 | rank4-aim=0 | rank4-will=+65 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&nbsp;[[Abilities List (LWR)#Shadowstep|<span style="color:#333; font-size:0.9em;">Shadowstep</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Regen Biofield.png|24px]]&nbsp;[[Abilities List (LWR)#Grit|<span style="color:#333; font-size:0.9em;">Grit</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|<span style="color:#333; font-size:0.9em;">Shock-Absorbent Armor</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT RESILLIENCE.png|24px]]&nbsp;[[Abilities List (LWR)#Fortified|<span style="color:#333; font-size:0.9em;">Fortified</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Zombie===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Zombie_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]<br />
|skill1-text=Melee Attack<br />
}}<br />
</div><br />
'''Zombies''' are fast units with high health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. 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.<br />
<br />
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.<br />
<br />
They also will corrode any unit they hit, making their melee attacks even more dangerous.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=20 |base-hp=12 | base-damage=5 | base-aim=0 | base-will=0 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:ABILITY STUN.png|24px]]&nbsp;[[Abilities List (LWR)#Stun Immune|<span style="color:#333; font-size:0.9em;">Stun Immune</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+5 | boost-damage=+2 | boost-aim=0 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+5 | final-damage=+8 | final-aim=0 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Seeker===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 2<br />
|picture=[[File:Seeker_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:STRANGLE.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Strangle|<span style="color: #000;">Strangle</span>]]<br />
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill5-img=[[File:ABILITY GHOST.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Stealth|<span style="color: #000;">Stealth</span>]]<br />
}}<br />
</div><br />
'''Seekers''' can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn't much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and gaining +2 DR when strangling. Each turn the incapacitated units that are being strangled will take more and more damage. It is advised to try to kill them before they strangle as it can be difficult to remove them when strangling due to their increased resiliency.<br />
<br />
Battle Scanners and the Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters 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. 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 />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=6 | base-damage=3 | base-aim=45 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER GUNSLINGER.png|24px]]&nbsp;[[Abilities List (LWR)#Ranger|<span style="color:#333; font-size:0.9em;">Ranger</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+4 | boost-damage=+1 | boost-aim=+2 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+4 | final-damage=+4 | final-aim=+8 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Stalker | rank1-level=1 | rank1-damage=0 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=0 <br />
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+1 | rank2-hp=+14 | rank2-aim=+18 | rank2-will=0 <br />
|rank3-name=Battle Wraith | rank3-level=6 | rank3-damage=+2 | rank3-hp=+24 | rank3-aim=+26 | rank3-will=0 <br />
|rank4-name=Hydra | rank4-level=9 | rank4-damage=+3 | rank4-hp=+34 | rank4-aim=+46 | rank4-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:ASSAULT CLOSEPERSONAL.png|24px]]&nbsp;[[Abilities List (LWR)#Close Encounters|<span style="color:#333; font-size:0.9em;">Close Encounters</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Muton===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 2<br />
|picture=[[File:Muton_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill5-img=[[File:Action Hunker Down.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Hunker Down|<span style="color: #000;">Hunker Down</span>]]<br />
}}<br />
</div><br />
'''Mutons''' are sturdy aliens that gain a lot of DR when protected by cover. They start with Alien Carbines and later upgrade to Alien Rifles. <br />
<br />
Muton leaders have a ''Deflection Shield'' ability which activates when they end their turn on a move or with AP remaining, granting them defense and crit resistance against ranged attacks that scales with distance. They have access to the ''Blood Call'' ability which will grant various stat increases to allies in range, including double mobility. This can catch an unwary player off guard as a Muton moves many tiles to flank one of their soldiers.<br />
<br />
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. <br />
<br />
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or even retreating early if some of their squad mates have been killed.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=10 | base-damage=6 (upgrade: 8) | base-aim=60 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:HEAVY WILLTOSURVIVE.png|24px]]&nbsp;[[Abilities List (LWR)#Will to Survive|<span style="color:#333; font-size:0.9em;">Will to Survive</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT KILLERINSTINCT.png|24px]]&nbsp;[[Abilities List (LWR)#Tenacious Defense|<span style="color:#333; font-size:0.9em;">Tenacious Defense</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT COVERINGFIRE.png|24px]]&nbsp;[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+1 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+4 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Muton Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+20 | rank1-will=+10 <br />
|rank2-name=Muton Sentry | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+25 | rank2-will=+20 <br />
|rank3-name=Muton Centurion | rank3-level=6 | rank3-damage=+4 | rank3-hp=+30 | rank3-aim=+35 | rank3-will=+40 <br />
|rank4-name=Sargon | rank4-level=9 | rank4-damage=+6 | rank4-hp=+35 | rank4-aim=+60 | rank4-will=+60 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN BOMBARD.png|24px]]&nbsp;[[Abilities List (LWR)#Bombard|<span style="color:#333; font-size:0.9em;">Bombard</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN OVERLOAD.png|24px]]&nbsp;[[Abilities List (LWR)#Tandem Warheads|<span style="color:#333; font-size:0.9em;">Tandem Warheads</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Cyberdisc===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 3<br />
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill5-img=[[File:Action Transform.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Transform|<span style="color: #000;">Transform</span>]]<br />
}}<br />
</div><br />
'''Cyberdiscs''' are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.<br />
<br />
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage. They can transform between open and closed states: their open state is required to act and their closed state will grant them hardened and +6 DR. If they take damage in their open state, they will automatically close. However, they must open in order to act. Thus, they are best dealt with through high damage single attacks (e.g. a Mayhem sniper) when open. <br />
<br />
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 or simply fire long-range explosives at you.<br />
<br />
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with ''Holo Rounds'', making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage you have done to the Cyberdisc with their ''Repair'' ability. <br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=16 |base-hp=18 | base-damage=10 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=1 (7 When Closed) | base-perks=<div style="display:inline-block;">[[File:Action Transform.png|24px]]&nbsp;[[Abilities List (LWR)#Transform|<span style="color:#333; font-size:0.9em;">Transform</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened (When Closed)</span>]],&nbsp;</div><div style="display:inline-block;">[[File:FLASHBANG GRENADE ICON.png|24px]]&nbsp;[[Abilities List (LWR)#Death Explosion|<span style="color:#333; font-size:0.9em;">Death Explosion</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#HEAT Warheads|<span style="color:#333; font-size:0.9em;">HEAT Warheads</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+4 | boost-damage=+4 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+4 | final-damage=+16 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Cyberdisc Rover | rank1-level=1 | rank1-damage=0 | rank1-hp=+3 | rank1-aim=+5 | rank1-will=0 <br />
|rank2-name=Cyberdisc Gunship | rank2-level=5 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+15 | rank2-will=0 <br />
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+5 | rank3-hp=+23 | rank3-aim=+35 | rank3-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN OVERLOAD.png|24px]]&nbsp;[[Abilities List (LWR)#Tandem Warheads|<span style="color:#333; font-size:0.9em;">Tandem Warheads</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Mechtoid===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 4<br />
|picture=[[File:Mechtoid_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
}}<br />
</div><br />
'''Mechtoids''' will appear with Sectoid escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim.<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 they are excellent targets for psionic abilities. Chem Grenades are also useful as Mechtoids have a significant amount of flat DR and the corrosion will lower their accuracy.<br />
<br />
The Psi Shield granted to Mechtoids by ''Mind Merge'' grants a massive amount of temporary health. As a result, it is ideal that you find and kill the Sectoid that set up the link (helpfully indicated by the purple streams) before targeting the Mechtoid.<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 />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=20 | base-damage=10 | base-aim=70 | base-will=40 | base-defense=0 | base-dr=4 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:PSIONIC MINDMERGE.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Shield|<span style="color:#333; font-size:0.9em;">Psi Shield</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ABSORTION FIELDS.png|24px]]&nbsp;[[Abilities List (LWR)#Absorption Fields|<span style="color:#333; font-size:0.9em;">Absorption Fields</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT DEEPPOCKETS.png|24px]]&nbsp;[[Abilities List (LWR)#Lock N' Load|<span style="color:#333; font-size:0.9em;">Lock N' Load</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+4 | boost-damage=+3 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+1 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+4 | final-damage=+12 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+1 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Vulcan Mechtoid | rank1-level=1 | rank1-damage=+2 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=+30 <br />
|rank2-name=Leviathan Mechtoid | rank2-level=5 | rank2-damage=+4 | rank2-hp=+26 | rank2-aim=+20 | rank2-will=+60 <br />
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+6 | rank3-hp=+36 | rank3-aim=+30 | rank3-will=+90 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|<span style="color:#333; font-size:0.9em;">Reactive Targeting Sensors</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Berserker===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 4<br />
|picture=[[File:Berserker_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]<br />
|skill1-text=Melee Attack<br />
|skill2-img=[[File:ALIEN BULLRUSH.png|24px]]<br />
|skill2-text=Bull Rush<br />
}}<br />
</div><br />
'''Berserkers''' can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.<br />
<br />
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are ''Hardened'' and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will. Concussing a Berserker will reduce its movement range to well below Concussion throw range, so is a good way to neutralize a Berserker you're not ready to kill.<br />
<br />
Berserker Leaders have the ''Overpower'' ability, which grants them an overpowering aura. Non-SHIV XCOM units within their line of sight perform a will test against their will after each move or action taken. Failing this will test ends the unit's turn immediately. This means low will multi-action units are much less effective when there is a Berserker leader present. This can countered with psionics, either by reducing their will or causing them to panic. Additionally, the ''Steadfast'' ability (can be gained by equipping an alien trophy) grants immunity to being overpowered.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=17 |base-hp=16 | base-damage=14 | base-aim=60 | base-will=30 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ALIEN BLOODLUST.png|24px]]&nbsp;[[Abilities List (LWR)#Bloodlust|<span style="color:#333; font-size:0.9em;">Bloodlust</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN INTIMIDATE.png|24px]]&nbsp;[[Abilities List (LWR)#Intimidate|<span style="color:#333; font-size:0.9em;">Intimidate</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Muscle Fiber Density|<span style="color:#333; font-size:0.9em;">Muscle Fiber Density</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+3 | boost-hp=+6 | boost-damage=+5 | boost-aim=0 | boost-will=+8 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=+12 | final-hp=+6 | final-damage=+20 | final-aim=0 | final-will=+32 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Alpha Berserker | rank1-level=1 | rank1-damage=+4 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+30 <br />
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+8 | rank2-hp=+15 | rank2-aim=0 | rank2-will=+60 <br />
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+12 | rank3-hp=+35 | rank3-aim=0 | rank3-will=+90 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[Abilities List (LWR)#Overpower|<span style="color:#333; font-size:0.9em;">Overpower</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|<span style="color:#333; font-size:0.9em;">Shock-Absorbent Armor</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT RESILLIENCE.png|24px]]&nbsp;[[Abilities List (LWR)#Fortified|<span style="color:#333; font-size:0.9em;">Fortified</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Regen Biofield.png|24px]]&nbsp;[[Abilities List (LWR)#Grit|<span style="color:#333; font-size:0.9em;">Grit</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Sectoid Commander===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 5<br />
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:Action Hunker Down.png|24px]]<br />
|skill3-text=Hunker Down<br />
|skill4-img=[[File:PSIONIC GREATERMINDMERGE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|<span style="color: #000;">Greater Mind Merge</span>]]<br />
|skill5-img=[[File:PSIONIC MINDCONTROL.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Mind Control|<span style="color: #000;">Mind Control</span>]]<br />
|skill6-img=[[File:PSIONIC PANIC.png|24px]]<br />
|skill6-text=[[Abilities List (LWR)#Psi Panic|<span style="color: #000;">Psi Panic</span>]]<br />
|skill7-img=[[File:PSIONIC MINDFRAY.png|24px]]<br />
|skill7-text=[[Abilities List (LWR)#Mind Fray|<span style="color: #000;">Mind Fray</span>]]<br />
}}<br />
</div><br />
'''Sectoid Commanders''' represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared player could easily have their entire squad decimated by a Sectoid Commander. <br />
<br />
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting, making them even more effective in their role. They all have the ''Psi Mastery'' ability, and will be able to use multiple psionic abilities each turn.<br />
<br />
Their ''Greater Mind Merge'' is now quite powerful, granting multiple targets both +100 aim and +100 crit in addition to the +25 will and healing. They can also use ''Mind Control'' which will turn one of your soldiers against you.<br />
<br />
They also gain the ''Distortion'' ability which distorts reality around them, making non-psionic attacks deal 65% less damage against them, and granting nearby allies +10 defense. In addition, ''Distortion'' will prevent squadsight shots from being able to target them.<br />
<br />
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=14 | base-damage=7 | base-aim=80 | base-will=80 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:PSIONIC MINDCONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Mastery|<span style="color:#333; font-size:0.9em;">Psi Mastery</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Distortion Field.png|24px]]&nbsp;[[Abilities List (LWR)#Distortion|<span style="color:#333; font-size:0.9em;">Distortion</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER LOWPROFILE.png|24px]]&nbsp;[[Abilities List (LWR)#Low Profile|<span style="color:#333; font-size:0.9em;">Low Profile</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+2 | boost-damage=+2 | boost-aim=+5 | boost-will=+30 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+2 | final-damage=+8 | final-aim=+20 | final-will=+80 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Sectoid Lieutenant Commander | rank1-level=1 | rank1-damage=+3 | rank1-hp=+4 | rank1-aim=+20 | rank1-will=+20 <br />
|rank2-name=Sectoid Chief Commander | rank2-level=5 | rank2-damage=+5 | rank2-hp=+8 | rank2-aim=+40 | rank2-will=+30 <br />
|rank3-name=Great Reticulan | rank3-level=9 | rank3-damage=+8 | rank3-hp=+12 | rank3-aim=+60 | rank3-will=+50 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT DEEPPOCKETS.png|24px]]&nbsp;[[Abilities List (LWR)#Lock N' Load|<span style="color:#333; font-size:0.9em;">Lock N' Load</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Heavy Floater===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 6<br />
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill5-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill6-img=[[File:ALIEN LAUNCH.png|24px]]<br />
|skill6-text=[[Abilities List (LWR)#Launch|<span style="color: #000;">Launch</span>]]<br />
|skill7-img=[[File:Action Hunker Down.png|24px]]<br />
|skill7-text=Hunker Down<br />
}}<br />
</div><br />
The '''Heavy Floater''' is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.<br />
<br />
They also have ''Rapid Reaction'' granting them the ability to trigger overwatch against units they can't originally see, and do so 3x per turn.<br />
<br />
They also have ''Critical System Targeting'' and hit quite hard (often with high aim due to elevation), so tanking their shots with mechanical units is quite costly.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=14 |base-hp=16 | base-damage=8 | base-aim=80 | base-will=35 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:HEAVY RAPIDREACTION.png|24px]]&nbsp;[[Abilities List (LWR)#Rapid Reaction|<span style="color:#333; font-size:0.9em;">Rapid Reaction</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+5 | boost-damage=+2 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+5 | final-damage=+8 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Heavy Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 <br />
|rank2-name=Aircobra | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 <br />
|rank3-name=Archon | rank3-level=9 | rank3-damage=+6 | rank3-hp=+25 | rank3-aim=+40 | rank3-will=+40 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT CLOSEPERSONAL.png|24px]]&nbsp;[[Abilities List (LWR)#Close Encounters|<span style="color:#333; font-size:0.9em;">Close Encounters</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SNAPSHOT.png|24px]]&nbsp;[[Abilities List (LWR)#Snapshot|<span style="color:#333; font-size:0.9em;">Snapshot</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN OVERLOAD.png|24px]]&nbsp;[[Abilities List (LWR)#Tandem Warheads|<span style="color:#333; font-size:0.9em;">Tandem Warheads</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY MAYHEM.png|24px]]&nbsp;[[Abilities List (LWR)#Mayhem|<span style="color:#333;font-size:0.9em;">Mayhem</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY WILLTOSURVIVE.png|24px]]&nbsp;[[Abilities List (LWR)#Will to Survive|<span style="color:#333; font-size:0.9em;">Will to Survive</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Muton Elite===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 6<br />
|picture=[[File:Elite_Muton_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill5-img=[[File:Action Hunker Down.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Hunker Down|<span style="color: #000;">Hunker Down</span>]]<br />
}}<br />
</div><br />
'''Muton Elites''' are looking similar to Mutons, but with a red armor and a helmet.<br />
<br />
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from ''Blood Call''. They all have the ''Shredder'' ability which means your hardened units should take care to avoid their shots.<br />
<br />
They are even sturdier then their regular and beserker counterparts as they have more defensive perks and more innate DR.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=24 | base-damage=10 | base-aim=80 | base-will=50 | base-defense=0 | base-dr=2 | base-perks=<div style="display:inline-block;">[[File:HEAVY SHREDDER.png|24px]]&nbsp;[[Abilities List (LWR)#Shredder|<span style="color:#333; font-size:0.9em;">Shredder</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY WILLTOSURVIVE.png|24px]]&nbsp;[[Abilities List (LWR)#Will to Survive|<span style="color:#333; font-size:0.9em;">Will to Survive</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT KILLERINSTINCT.png|24px]]&nbsp;[[Abilities List (LWR)#Tenacious Defense|<span style="color:#333;font-size:0.9em;">Tenacious Defense</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT COVERINGFIRE.png|24px]]&nbsp;[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+5 | boost-damage=+3 | boost-aim=+8 | boost-will=+10 | boost-defense=0 | boost-dr=+0.8 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+5 | final-damage=+12 | final-aim=+32 | final-will=+40 | final-defense=0 | final-dr=+0.8 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Muton Elite Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=0 | rank1-aim=0 | rank1-will=0 <br />
|rank2-name=Muton Elite Sentry | rank2-level=3 | rank2-damage=+4 | rank2-hp=+5 | rank2-aim=+5 | rank2-will=+10 <br />
|rank3-name=Muton Elite Centurion | rank3-level=5 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=+30 <br />
|rank4-name=Muton Elite Praetorian | rank4-level=8 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=+20 | rank4-will=+70 <br />
|rank5-name=Bashar | rank5-level=9 | rank5-damage=+10 | rank5-hp=+55 | rank5-aim=+40 | rank5-will=+80 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT DEEPPOCKETS.png|24px]]&nbsp;[[Abilities List (LWR)#Lock N' Load|<span style="color:#333; font-size:0.9em;">Lock N' Load</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Regen Biofield.png|24px]]&nbsp;[[Abilities List (LWR)#Grit|<span style="color:#333; font-size:0.9em;">Grit</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT BRINGTHEMON.png|24px]]&nbsp;[[Abilities List (LWR)#Bring 'Em On|<span style="color:#333; font-size:0.9em;">Bring 'Em On</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Neural Damping Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Neural Dampening|<span style="color:#333; font-size:0.9em;">Neural Dampening</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT CLOSECOMBAT.png|24px]]&nbsp;[[Abilities List (LWR)#Close Combat Specialist|<span style="color:#333; font-size:0.9em;">Close Combat Specialist</span>]]</div><br />
| rank5-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Sectopod===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 7<br />
|picture=[[File:Sectopod 1 (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]<br />
|skill1-text=[[Abilities List (LWR)#Cannon Fire|<span style="color: #000;">Cannon Fire</span>]]<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:ALIEN CLUSTERBOMB.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Cluster Bomb|<span style="color: #000;">Cluster Bomb</span>]]<br />
}}<br />
</div><br />
'''Sectopods''' are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on.<br />
<br />
They have extremely high damage and extremely high aim. Tanking their shots should only be done by very resilient units, and they will still likely lose the majority of their health.<br />
<br />
Not only do they output incredible offensive power, their HP and flat DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to do reasonable amounts of damage.<br />
<br />
By the time you encounter these units, you should hopefully be well on your way to finishing your campaign!<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=45 | base-damage=20 (Secondary: 9, Cluster Bomb: 30) | base-aim=100 | base-will=0 | base-defense=0 | base-dr=8 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:FLASHBANG GRENADE ICON.png|24px]]&nbsp;[[Abilities List (LWR)#Death Explosion|<span style="color:#333; font-size:0.9em;">Death Explosion</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ABSORTION FIELDS.png|24px]]&nbsp;[[Abilities List (LWR)#Absorption Fields|<span style="color:#333; font-size:0.9em;">Absorption Fields</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT RESILLIENCE.png|24px]]&nbsp;[[Abilities List (LWR)#Fortified|<span style="color:#333; font-size:0.9em;">Fortified</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]]</div><br />
| boost-level=7, 9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+8 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1.5 | boost-perks=<br />
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+32 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Sectopod Destroyer | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=0 <br />
|rank2-name=Sectopod Titan | rank2-level=5 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=0 <br />
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|<span style="color:#333; font-size:0.9em;">Reactive Targeting Sensors</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Ethereal===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 8<br />
|picture=[[File:Ethereal_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:PSIONIC PSILANCE.png|24px]]<br />
|skill1-text=[[Abilities List (LWR)#Psi Lance|<span style="color: #000;">Psi Lance</span>]]<br />
|skill2-img=[[File:PSIONIC MINDCONTROL.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Mind Control|<span style="color: #000;">Mind Control</span>]]<br />
|skill3-img=[[File:PSIONIC PANIC.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Psi Panic|<span style="color: #000;">Psi Panic</span>]]<br />
|skill4-img=[[File:PSIONIC MINDFRAY.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Mind Fray|<span style="color: #000;">Mind Fray</span>]]<br />
|skill5-img=[[File:PSIONIC RIFT.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Rift|<span style="color: #000;">Rift</span>]]<br />
}}<br />
</div><br />
<br />
The '''Ethereals''' are the floating psionic leaders of the alien race -- they represent the pinnacle of danger a Commander will encounter. 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. Moreover, with ''Psi Mastery'' they can perform 2 attacks each turn.<br />
<br />
Just like Sectoid Commanders they have the ''Distortion'' ability, granting immunity to squadsight and reducing any damage dealt to them. They also regenerate health, have innate defense, and the ''Overpower'' ability. Overall, this makes them extremely resilient.<br />
<br />
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=16 |base-hp=24 | base-damage=0 | base-aim=100 | base-will=120 | base-defense=50 | base-dr=+3 regen | base-perks=<div style="display:inline-block;">[[File:PSIONIC MINDCONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Mastery|<span style="color:#333; font-size:0.9em;">Psi Mastery</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Distortion Field.png|24px]]&nbsp;[[Abilities List (LWR)#Distortion|<span style="color:#333; font-size:0.9em;">Distortion</span>]],&nbsp;</div><div style="display:inline-block;">[[Abilities List (LWR)#Overpower|<span style="color:#333; font-size:0.9em;">Overpower</span>]],&nbsp;</div><div style="display:inline-block;">[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]],&nbsp;</div><div style="display:inline-block;">[[File:BATTLEFATIGUE.png|24px]]&nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|<span style="color:#333; font-size:0.9em;">Adaptive Bone Marrow</span>]]</div><br />
| boost-level=7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+5 | boost-damage=+4 | boost-aim=+10 | boost-will=+20 | boost-defense=0 | boost-dr=+3 regen | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+5 | final-damage=+16 | final-aim=+40 | final-will=+20 | final-defense=0 | final-dr=+3 regen | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Etheral Primus | rank1-level=1 | rank1-damage=+2 | rank1-hp=+8 | rank1-aim=0 | rank1-will=+20 <br />
|rank2-name=Ethereal Overmind | rank2-level=9 | rank2-damage=+6 | rank2-hp=+12 | rank2-aim=0 | rank2-will=+50 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
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<div style="clear:both;"></div><br />
<br/><br/><br />
</div></div>Pathologichttps://www.ufopaedia.org/index.php?title=Abilities_List_(LWR)&diff=95482Abilities List (LWR)2020-08-09T19:08:36Z<p>Pathologic: Remove Psi Lance from Psionics since it's technically alien-only</p>
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<div>[[Long_War_Rebalance|Back To Main Page]] <br />
<br />
==Normal Perks==<br />
<div id="Absorption Fields"></div><br />
{{Absorption Fields (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]]</div><br />
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<div id="Aggression"></div><br />
{{Aggression (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
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<div id="Awareness"></div><br />
{{Awareness (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Jaeger (LWR)|Jaeger]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
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<div id="Body Shield"></div><br />
{{Body Shield (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]]</div><br />
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<div id="Brawler"></div><br />
{{Brawler (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]]</div><br />
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<div id="Bring 'Em On"></div><br />
{{Bring 'Em On (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]</div><br />
<br />
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<div id="Bullseye"></div><br />
{{Bullseye (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]], [[S.H.I.V. (LWR)|SHIV]]</div><br />
<br />
<br />
<div id="Close Combat Specialist"></div><br />
{{Close Combat Specialist (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]], [[Medic (LWR)|Medic]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
<br />
<br />
<div id="Close Encounters"></div><br />
{{Close Encounters (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]]</div><br />
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<div id="Collateral Damage"></div><br />
{{Collateral Damage (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Shogun (LWR)|Shogun]]</div><br />
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<div id="Combat Drugs"></div><br />
{{Combat Drugs (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Medic (LWR)|Medic]]</div><br />
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<div id="Concealment"></div><br />
{{Concealment (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
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<div id="Critical System Targeting"></div><br />
{{Critical System Targeting (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Shogun (LWR)|Shogun]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
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<div id="Damage Control"></div><br />
{{Damage Control (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
<br />
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<div id="Danger Zone"></div><br />
{{Danger Zone (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]]</div><br />
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<div id="Death From Afar"></div><br />
{{Death From Afar (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
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<br />
<div id="Dense Smoke"></div><br />
{{Dense Smoke (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]]</div><br />
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<div id="Disabler"></div><br />
{{Disabler (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
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<div id="Disabling Shot"></div><br />
{{Disabling Shot (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
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<div id="Double Tap"></div><br />
{{Double Tap (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Sniper (LWR)|Sniper]]</div><br />
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<div id="Executioner"></div><br />
{{Executioner (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
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<br />
<div id="Extra Conditioning"></div><br />
{{Extra Conditioning (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]], All [[Soldiers (LWR)|Soldiers]]</div><br />
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<div id="Field Medic"></div><br />
{{Field Medic (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Medic (LWR)|Medic]]</div><br />
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<div id="Fire Rocket"></div><br />
{{Fire Rocket (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]]</div><br />
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<div id="First Aid"></div><br />
{{First Aid (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]</div><br />
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<div id="Flush"></div><br />
{{Flush (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]], [[S.H.I.V. (LWR)|SHIV]]</div><br />
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<div id="Fortified"></div><br />
{{Fortified (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
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<div id="Fragmentation"></div><br />
{{Fragmentation (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]</div><br />
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<div id="Grenadier"></div><br />
{{Grenadier (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Infantry (LWR)|Infantry]], [[Shogun (LWR)|Shogun]]</div><br />
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<div id="Grit"></div><br />
{{Grit (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]</div><br />
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<div id="HEAT Warheads"></div><br />
{{HEAT Warheads (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]]</div><br />
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<div id="Hit and Run"></div><br />
{{Hit and Run (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]</div><br />
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<div id="Holo Rounds"></div><br />
{{Holo Rounds (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[S.H.I.V. (LWR)|SHIV]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker]]</div><br />
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<br />
<div id="Jetboot Module"></div><br />
{{Jetboot Module (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]</div><br />
<br />
<br />
<div id="Killer Instinct"></div><br />
{{Killer Instinct (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]</div><br />
<br />
<br />
<div id="Light 'Em Up"></div><br />
{{Light 'Em Up (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]</div><br />
<br />
<br />
<div id="Lock N Load"></div><br />
{{Lock n' Load (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]</div><br />
<br />
<br />
<div id="Lone Wolf"></div><br />
{{Lone Wolf (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]</div><br />
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<div id="Low Profile"></div><br />
{{Low Profile (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Master Mechanic"></div><br />
{{Master Mechanic (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone]]</div><br />
<br />
<br />
<div id="Maim"></div><br />
{{Maim (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Mayhem"></div><br />
{{Mayhem (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]</div><br />
<br />
<br />
<div id="Mechanic"></div><br />
{{Mechanic (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]]</div><br />
<br />
<br />
<div id="One For All"></div><br />
{{One For All (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]]</div><br />
<br />
<br />
<div id="Opportunist"></div><br />
{{Opportunist (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Packmaster"></div><br />
{{Packmaster (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]</div><br />
<br />
<br />
<div id="Penetrator"></div><br />
{{Penetrator (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Shogun (LWR)|Shogun]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
<br />
<br />
<div id="Platform Stability"></div><br />
{{Platform Stability (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
<br />
<br />
<div id="Precision Shot"></div><br />
{{Precision Shot (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
<br />
<br />
<div id="Ranger"></div><br />
{{Ranger (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Seeker|Seeker]]</div><br />
<br />
<br />
<div id="Rapid Fire"></div><br />
{{Rapid Fire (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]]</div><br />
<br />
<br />
<div id="Rapid Reaction"></div><br />
{{Rapid Reaction (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]</div><br />
<br />
<br />
<div id="Reactive Targeting Sensors"></div><br />
{{Reactive Targeting Sensors (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]</div><br />
<br />
<br />
<div id="Ready For Anything"></div><br />
{{Ready For Anything (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Marauder (LWR)|Marauder]], [[Medic (LWR)|Medic]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]] [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Reconnaissance"></div><br />
{{Reconnaissance (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]]</div><br />
<br />
<br />
<div id="Repair"></div><br />
{{Repair (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone]]</div><br />
<br />
<br />
<div id="Repair Servos"></div><br />
{{Repair Servos (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]</div><br />
<br />
<br />
<div id="Run And Gun"></div><br />
{{Run and Gun (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]]</div><br />
<br />
<br />
<div id="Sapper"></div><br />
{{Sapper (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Shogun (LWR)|Shogun]]</div><br />
<br />
<br />
<div id="Savior"></div><br />
{{Savior (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Medic (LWR)|Medic]]</div><br />
<br />
<br />
<div id="Sentinel"></div><br />
{{Sentinel (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Shadowstep"></div><br />
{{Shadowstep (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]], [[Shogun (LWR)|Shogun]], [[Scout (LWR)|Scout]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Sharpshooter"></div><br />
{{Sharpshooter (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Medic (LWR)|Medic]], [[Sniper (LWR)|Sniper</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Shock-Absorbent Armor"></div><br />
{{Shock-Absorbent Armor (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]]</div><br />
<br />
<br />
<div id="Shock and Awe"></div><br />
{{Shock And Awe (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]]</div><br />
<br />
<br />
<div id="Shredder"></div><br />
{{Shredder (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Gunner (LWR)|Gunner]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]</div><br />
<br />
<br />
<div id="Smoke and Mirrors"></div><br />
{{Smoke And Mirrors (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]</div><br />
<br />
<br />
<div id="Snapshot"></div><br />
{{Snapshot (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Scout (LWR)|Scout]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man]]</div><br />
<br />
<br />
<div id="Sprinter"></div><br />
{{Sprinter (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Scout (LWR)|Scout]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' All <br />
[[Alien Life Forms (LWR)|Alien Leaders]]</div><br />
<br />
<br />
<div id="Squadsight"></div><br />
{{Squadsight (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Steadfast"></div><br />
{{Steadfast (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]], All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Suppression"></div><br />
{{Suppression (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Thin Man|Thin Man]]</div><br />
<br />
<br />
<div id="Tandem Warheads"></div><br />
{{Tandem Warheads (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]]</div><br />
<br />
<br />
<div id="Tenacious Defense"></div><br />
{{Tenacious Defense (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]</div><br />
<br />
<br />
<div id="Vital Point Targeting"></div><br />
{{Vital Point Targeting (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Will To Survive"></div><br />
{{Will To Survive (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]</div><br />
<br />
==Alien Only Perks==<br />
<br />
<div id="Bombard"></div><br />
{{Bombard (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Deflection Shield"></div><br />
{{Deflection Shield (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]</div><br />
<br />
<br />
<div id="Distortion"></div><br />
{{Distortion (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<br />
<div id="Greater Mind Merge"></div><br />
{{Greater Mind Merge (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<br />
<div id="Growth"></div><br />
{{Growth (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
<br />
<br />
<div id="Mind Control"></div><br />
{{Mind Control (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<br />
<div id="Overpower"></div><br />
{{Overpower (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]</div><br />
<br />
<br />
<div id="Psi Lance"></div><br />
{{Psi Lance (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Ethereal|Ethereal]]</div><br />
<br />
<br />
<div id="Tactical Mobility"></div><br />
{{Tactical Mobility (LWR) |align=left |text=1}}<br />
Available for:<div/>[[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
==Gene Mods==<br />
''(See also: [[Gene Mods (LWR)|Gene Mods]])''<br />
<br />
<div id="Adaptive Bone Marrow"></div><br />
{{Adaptive Bone Marrow (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
<br />
<br />
<div id="Adrenal Neurosympathy"></div><br />
{{Adrenal Neurosympathy (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Adrenaline Surge"></div><br />
{{Adrenaline Surge (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Depth Perception"></div><br />
{{Depth Perception (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Hyper-Reactive Pupils"></div><br />
{{Hyper-Reactive Pupils (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Iron Skin"></div><br />
{{Iron Skin (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Muscle Fiber Density"></div><br />
{{Muscle Fiber Density (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
<br />
<br />
<div id="Neural Damping"></div><br />
{{Neural Damping (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<div style="padding-top:5px;"></div>'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
<br />
<br />
<div id="Secondary Heart"></div><br />
{{Secondary Heart (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Smart Macrophages"></div><br />
{{Smart Macrophages (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
==Officer Training==<br />
''(See also: [[Officers (LWR)|Officers]])''<br />
<br />
<div id="Battlefield Aptitude"></div><br />
{{Battlefield Aptitude (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Combined Arms"></div><br />
{{Combined Arms (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><div style="padding-top:5px;">'''Aliens:''' All [[Alien Life Forms (LWR)|Alien Leaders]]</div><br />
<br />
<br />
<br />
<div id="Comradery"></div><br />
{{Comradery (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Cover Tactics"></div><br />
{{Cover Tactics (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Inspired Tenacity"></div><br />
{{Inspired Tenacity (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="International Warriors"></div><br />
{{International Warriors (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Show 'Em the Ropes"></div><br />
{{Show 'Em the Ropes (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Stay Frosty"></div><br />
{{Stay Frosty (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Strength in Diversity"></div><br />
{{Strength in Diversity (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Tricks of the Trade"></div><br />
{{Tricks of the Trade (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic (LWR)|Psionics]])''<br />
<br />
<br />
<div id="Inner Fire"></div><br />
{{Inner Fire (LWR)|align=left |text=1}}<br />
<br />
<div id="Mind Fray"></div><br />
{{Mind Fray (LWR)|align=left |text=1}}<br />
<br />
<div id="Mind Merge"></div><br />
{{Mind Merge (LWR)|align=left |text=1}}<br />
<br />
<div id="Neural Feedback"></div><br />
{{Neural Feedback (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Inspiration"></div><br />
{{Psi Inspiration (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Mastery"></div><br />
{{Psi Mastery (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Panic"></div><br />
{{Psi Panic (LWR)|align=left |text=1}}<br />
<br />
<div id="Pscyhokinetic Strike"></div><br />
{{Psychokinetic Strike (LWR)|align=left |text=1}}<br />
<br />
<div id="Rift"></div><br />
{{Rift (LWR)|align=left |text=1}}<br />
<br />
<div id="Telekinetic Field"></div><br />
{{Telekinetic Field (LWR)|align=left |text=1}}<br />
<br />
[[Category: Long War Rebalance]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Abilities_List_(LWR)&diff=95481Abilities List (LWR)2020-08-09T19:07:07Z<p>Pathologic: Minor ordering fixes</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]] <br />
<br />
==Normal Perks==<br />
<div id="Absorption Fields"></div><br />
{{Absorption Fields (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]]</div><br />
<br />
<br />
<div id="Aggression"></div><br />
{{Aggression (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Awareness"></div><br />
{{Awareness (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Jaeger (LWR)|Jaeger]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Body Shield"></div><br />
{{Body Shield (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]]</div><br />
<br />
<br />
<div id="Brawler"></div><br />
{{Brawler (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]]</div><br />
<br />
<br />
<div id="Bring 'Em On"></div><br />
{{Bring 'Em On (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]</div><br />
<br />
<br />
<div id="Bullseye"></div><br />
{{Bullseye (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]], [[S.H.I.V. (LWR)|SHIV]]</div><br />
<br />
<br />
<div id="Close Combat Specialist"></div><br />
{{Close Combat Specialist (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]], [[Medic (LWR)|Medic]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
<br />
<br />
<div id="Close Encounters"></div><br />
{{Close Encounters (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]]</div><br />
<br />
<br />
<div id="Collateral Damage"></div><br />
{{Collateral Damage (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Shogun (LWR)|Shogun]]</div><br />
<br />
<br />
<div id="Combat Drugs"></div><br />
{{Combat Drugs (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Medic (LWR)|Medic]]</div><br />
<br />
<br />
<div id="Concealment"></div><br />
{{Concealment (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Critical System Targeting"></div><br />
{{Critical System Targeting (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Shogun (LWR)|Shogun]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
<br />
<br />
<div id="Damage Control"></div><br />
{{Damage Control (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
<br />
<br />
<div id="Danger Zone"></div><br />
{{Danger Zone (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]]</div><br />
<br />
<br />
<div id="Death From Afar"></div><br />
{{Death From Afar (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Dense Smoke"></div><br />
{{Dense Smoke (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]]</div><br />
<br />
<br />
<div id="Disabler"></div><br />
{{Disabler (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
<br />
<br />
<div id="Disabling Shot"></div><br />
{{Disabling Shot (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
<br />
<br />
<div id="Double Tap"></div><br />
{{Double Tap (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Sniper (LWR)|Sniper]]</div><br />
<br />
<br />
<div id="Executioner"></div><br />
{{Executioner (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Extra Conditioning"></div><br />
{{Extra Conditioning (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]], All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Field Medic"></div><br />
{{Field Medic (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Medic (LWR)|Medic]]</div><br />
<br />
<br />
<div id="Fire Rocket"></div><br />
{{Fire Rocket (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]]</div><br />
<br />
<br />
<div id="First Aid"></div><br />
{{First Aid (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]</div><br />
<br />
<br />
<div id="Flush"></div><br />
{{Flush (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]], [[S.H.I.V. (LWR)|SHIV]]</div><br />
<br />
<br />
<div id="Fortified"></div><br />
{{Fortified (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
<br />
<br />
<div id="Fragmentation"></div><br />
{{Fragmentation (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]</div><br />
<br />
<br />
<div id="Grenadier"></div><br />
{{Grenadier (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Infantry (LWR)|Infantry]], [[Shogun (LWR)|Shogun]]</div><br />
<br />
<br />
<div id="Grit"></div><br />
{{Grit (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]</div><br />
<br />
<br />
<div id="HEAT Warheads"></div><br />
{{HEAT Warheads (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]]</div><br />
<br />
<br />
<div id="Hit and Run"></div><br />
{{Hit and Run (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]</div><br />
<br />
<br />
<div id="Holo Rounds"></div><br />
{{Holo Rounds (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[S.H.I.V. (LWR)|SHIV]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker]]</div><br />
<br />
<br />
<div id="Jetboot Module"></div><br />
{{Jetboot Module (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]</div><br />
<br />
<br />
<div id="Killer Instinct"></div><br />
{{Killer Instinct (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]</div><br />
<br />
<br />
<div id="Light 'Em Up"></div><br />
{{Light 'Em Up (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]</div><br />
<br />
<br />
<div id="Lock N Load"></div><br />
{{Lock n' Load (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]</div><br />
<br />
<br />
<div id="Lone Wolf"></div><br />
{{Lone Wolf (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]</div><br />
<br />
<br />
<div id="Low Profile"></div><br />
{{Low Profile (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Master Mechanic"></div><br />
{{Master Mechanic (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone]]</div><br />
<br />
<br />
<div id="Maim"></div><br />
{{Maim (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Mayhem"></div><br />
{{Mayhem (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]</div><br />
<br />
<br />
<div id="Mechanic"></div><br />
{{Mechanic (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]]</div><br />
<br />
<br />
<div id="One For All"></div><br />
{{One For All (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]]</div><br />
<br />
<br />
<div id="Opportunist"></div><br />
{{Opportunist (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Packmaster"></div><br />
{{Packmaster (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]</div><br />
<br />
<br />
<div id="Penetrator"></div><br />
{{Penetrator (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Shogun (LWR)|Shogun]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]</div><br />
<br />
<br />
<div id="Platform Stability"></div><br />
{{Platform Stability (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
<br />
<br />
<div id="Precision Shot"></div><br />
{{Precision Shot (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><br />
<br />
<br />
<div id="Ranger"></div><br />
{{Ranger (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Seeker|Seeker]]</div><br />
<br />
<br />
<div id="Rapid Fire"></div><br />
{{Rapid Fire (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]]</div><br />
<br />
<br />
<div id="Rapid Reaction"></div><br />
{{Rapid Reaction (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]</div><br />
<br />
<br />
<div id="Reactive Targeting Sensors"></div><br />
{{Reactive Targeting Sensors (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]</div><br />
<br />
<br />
<div id="Ready For Anything"></div><br />
{{Ready For Anything (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Marauder (LWR)|Marauder]], [[Medic (LWR)|Medic]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]] [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Reconnaissance"></div><br />
{{Reconnaissance (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Scout (LWR)|Scout]]</div><br />
<br />
<br />
<div id="Repair"></div><br />
{{Repair (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone]]</div><br />
<br />
<br />
<div id="Repair Servos"></div><br />
{{Repair Servos (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]</div><br />
<br />
<br />
<div id="Run And Gun"></div><br />
{{Run and Gun (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]]</div><br />
<br />
<br />
<div id="Sapper"></div><br />
{{Sapper (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Shogun (LWR)|Shogun]]</div><br />
<br />
<br />
<div id="Savior"></div><br />
{{Savior (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Medic (LWR)|Medic]]</div><br />
<br />
<br />
<div id="Sentinel"></div><br />
{{Sentinel (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Shadowstep"></div><br />
{{Shadowstep (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]], [[Shogun (LWR)|Shogun]], [[Scout (LWR)|Scout]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Sharpshooter"></div><br />
{{Sharpshooter (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Medic (LWR)|Medic]], [[Sniper (LWR)|Sniper</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Shock-Absorbent Armor"></div><br />
{{Shock-Absorbent Armor (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Marauder (LWR)|Marauder]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]]</div><br />
<br />
<br />
<div id="Shock and Awe"></div><br />
{{Shock And Awe (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]]</div><br />
<br />
<br />
<div id="Shredder"></div><br />
{{Shredder (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Gunner (LWR)|Gunner]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]</div><br />
<br />
<br />
<div id="Smoke and Mirrors"></div><br />
{{Smoke And Mirrors (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]</div><br />
<br />
<br />
<div id="Snapshot"></div><br />
{{Snapshot (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Scout (LWR)|Scout]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man]]</div><br />
<br />
<br />
<div id="Sprinter"></div><br />
{{Sprinter (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Scout (LWR)|Scout]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' All <br />
[[Alien Life Forms (LWR)|Alien Leaders]]</div><br />
<br />
<br />
<div id="Squadsight"></div><br />
{{Squadsight (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Steadfast"></div><br />
{{Steadfast (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]], All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Suppression"></div><br />
{{Suppression (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[S.H.I.V. (LWR)|SHIV]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Thin Man|Thin Man]]</div><br />
<br />
<br />
<div id="Tandem Warheads"></div><br />
{{Tandem Warheads (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]]</div><br />
<br />
<br />
<div id="Tenacious Defense"></div><br />
{{Tenacious Defense (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]</div><br />
<br />
<br />
<div id="Vital Point Targeting"></div><br />
{{Vital Point Targeting (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Will To Survive"></div><br />
{{Will To Survive (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]</div><br />
<br />
==Alien Only Perks==<br />
<br />
<div id="Bombard"></div><br />
{{Bombard (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]</div><br />
<br />
<br />
<div id="Deflection Shield"></div><br />
{{Deflection Shield (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]</div><br />
<br />
<br />
<div id="Distortion"></div><br />
{{Distortion (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<br />
<div id="Greater Mind Merge"></div><br />
{{Greater Mind Merge (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<br />
<div id="Growth"></div><br />
{{Growth (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
<br />
<br />
<div id="Mind Control"></div><br />
{{Mind Control (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]</div><br />
<br />
<br />
<div id="Overpower"></div><br />
{{Overpower (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]</div><br />
<br />
<br />
<div id="Psi Lance"></div><br />
{{Psi Lance (LWR) |align=left |text=1}}<br />
Available for:<div>[[Alien Life Forms (LWR)#Ethereal|Ethereal]]</div><br />
<br />
<br />
<div id="Tactical Mobility"></div><br />
{{Tactical Mobility (LWR) |align=left |text=1}}<br />
Available for:<div/>[[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
==Gene Mods==<br />
''(See also: [[Gene Mods (LWR)|Gene Mods]])''<br />
<br />
<div id="Adaptive Bone Marrow"></div><br />
{{Adaptive Bone Marrow (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
<br />
<br />
<div id="Adrenal Neurosympathy"></div><br />
{{Adrenal Neurosympathy (LWR) |align=left |text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Adrenaline Surge"></div><br />
{{Adrenaline Surge (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Depth Perception"></div><br />
{{Depth Perception (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Hyper-Reactive Pupils"></div><br />
{{Hyper-Reactive Pupils (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Iron Skin"></div><br />
{{Iron Skin (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Muscle Fiber Density"></div><br />
{{Muscle Fiber Density (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><div style="padding-top:5px;">'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
<br />
<br />
<div id="Neural Damping"></div><br />
{{Neural Damping (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<div style="padding-top:5px;"></div>'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Outsider|Outsider]]</div><br />
<br />
<br />
<div id="Secondary Heart"></div><br />
{{Secondary Heart (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
<br />
<div id="Smart Macrophages"></div><br />
{{Smart Macrophages (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]</div><br />
<br />
==Officer Training==<br />
''(See also: [[Officers (LWR)|Officers]])''<br />
<br />
<div id="Battlefield Aptitude"></div><br />
{{Battlefield Aptitude (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Combined Arms"></div><br />
{{Combined Arms (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><div style="padding-top:5px;">'''Aliens:''' All [[Alien Life Forms (LWR)|Alien Leaders]]</div><br />
<br />
<br />
<br />
<div id="Comradery"></div><br />
{{Comradery (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Cover Tactics"></div><br />
{{Cover Tactics (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Inspired Tenacity"></div><br />
{{Inspired Tenacity (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="International Warriors"></div><br />
{{International Warriors (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Show 'Em the Ropes"></div><br />
{{Show 'Em the Ropes (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Stay Frosty"></div><br />
{{Stay Frosty (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Strength in Diversity"></div><br />
{{Strength in Diversity (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
<br />
<br />
<div id="Tricks of the Trade"></div><br />
{{Tricks of the Trade (LWR)|align=left|text=1}}<br />
Available for:<div>'''XCOM:''' All [[Officers (LWR)|Officers]]</div><br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic (LWR)|Psionics]])''<br />
<br />
<br />
<div id="Inner Fire"></div><br />
{{Inner Fire (LWR)|align=left |text=1}}<br />
<br />
<div id="Mind Fray"></div><br />
{{Mind Fray (LWR)|align=left |text=1}}<br />
<br />
<div id="Mind Merge"></div><br />
{{Mind Merge (LWR)|align=left |text=1}}<br />
<br />
<div id="Neural Feedback"></div><br />
{{Neural Feedback (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Inspiration"></div><br />
{{Psi Inspiration (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Mastery"></div><br />
{{Psi Mastery (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Lance"></div><br />
{{Psi Lance (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Panic"></div><br />
{{Psi Panic (LWR)|align=left |text=1}}<br />
<br />
<div id="Pscyhokinetic Strike"></div><br />
{{Psychokinetic Strike (LWR)|align=left |text=1}}<br />
<br />
<div id="Rift"></div><br />
{{Rift (LWR)|align=left |text=1}}<br />
<br />
<div id="Telekinetic Field"></div><br />
{{Telekinetic Field (LWR)|align=left |text=1}}<br />
<br />
[[Category: Long War Rebalance]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Template:Dense_Smoke_(LWR)&diff=95479Template:Dense Smoke (LWR)2020-08-09T19:02:45Z<p>Pathologic: Added missing line break</p>
<hr />
<div><div style="padding: {{{topbotpad}}}px 0;"><br />
[[File:SUPPORT DENSESMOKE.png|32px|{{{align|center}}}|Dense Smoke]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Dense Smoke|Dense Smoke]]'''{{#if:{{{text|}}}|<br/>''Smoke grenades have a 25% increased radius and grant an additional +20 defense (+50 defense total). Dense Smoke applies the smoke aim/defense to psionic attacks as well and prevents all explosive damage. Grants 1 smoke grenade.''}}</div><br />
</div><br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (LWR)]]<br />
[[Category: Templates (LWR)]]<br />
</noinclude></div>Pathologichttps://www.ufopaedia.org/index.php?title=Abilities_List_(LWR)&diff=95429Abilities List (LWR)2020-08-09T08:32:29Z<p>Pathologic: Added alien perk availability, but I don't know how to fix the random line spacing</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]] <br />
<br />
==Normal Perks==<br />
<div id="Absorption Fields"></div><br />
{{Absorption Fields (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]]<br />
<br />
<br />
<div id="Aggression"></div><br />
{{Aggression (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Awareness"></div><br />
{{Awareness (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Jaeger (LWR)|Jaeger]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Body Shield"></div><br />
{{Body Shield (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]]<br />
<br />
<br />
<div id="Brawler"></div><br />
{{Brawler (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]]<br />
<br />
<br />
<div id="Bring 'Em On"></div><br />
{{Bring 'Em On (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]<br />
<br />
<br />
<div id="Bullseye"></div><br />
{{Bullseye (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]], [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Close Combat Specialist"></div><br />
{{Close Combat Specialist (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]], [[Medic (LWR)|Medic]], [[S.H.I.V. (LWR)|SHIV]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider]]<br />
<br />
<br />
<div id="Close Encounters"></div><br />
{{Close Encounters (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]]<br />
<br />
<br />
<div id="Collateral Damage"></div><br />
{{Collateral Damage (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Combat Drugs"></div><br />
{{Combat Drugs (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Medic (LWR)|Medic]]<br />
<br />
<br />
<div id="Concealment"></div><br />
{{Concealment (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Scout (LWR)|Scout]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Critical System Targeting"></div><br />
{{Critical System Targeting (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Shogun (LWR)|Shogun]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]<br />
<br />
<br />
<div id="Damage Control"></div><br />
{{Damage Control (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[S.H.I.V. (LWR)|SHIV]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]<br />
<br />
<br />
<div id="Danger Zone"></div><br />
{{Danger Zone (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Death From Afar"></div><br />
{{Death From Afar (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Sniper (LWR)|Sniper]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Dense Smoke"></div><br />
{{Dense Smoke (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]]<br />
<br />
<br />
<div id="Disabler"></div><br />
{{Disabler (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Disabling Shot"></div><br />
{{Disabling Shot (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Double Tap"></div><br />
{{Double Tap (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Executioner"></div><br />
{{Executioner (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Sniper (LWR)|Sniper]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Extra Conditioning"></div><br />
{{Extra Conditioning (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]], All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<div id="Field Medic"></div><br />
{{Field Medic (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Medic (LWR)|Medic]]<br />
<br />
<br />
<div id="Fire Rocket"></div><br />
{{Fire Rocket (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]]<br />
<br />
<br />
<div id="First Aid"></div><br />
{{First Aid (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]] <br />
<br />
<br />
<div id="Flush"></div><br />
{{Flush (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]], [[S.H.I.V. (LWR)|SHIV]] <br />
<br />
<br />
<div id="Fortified"></div><br />
{{Fortified (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]<br />
<br />
<br />
<div id="Fragmentation"></div><br />
{{Fragmentation (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Grenadier"></div><br />
{{Grenadier (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Infantry (LWR)|Infantry]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Grit"></div><br />
{{Grit (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]]<br />
<br />
<br />
<div id="HEAT Warheads"></div><br />
{{HEAT Warheads (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]]<br />
<br />
<br />
<div id="Hit and Run"></div><br />
{{Hit and Run (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Holo Rounds"></div><br />
{{Holo Rounds (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[S.H.I.V. (LWR)|SHIV]], [[Sniper (LWR)|Sniper]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker]]<br />
<br />
<br />
<div id="Jetboot Module"></div><br />
{{Jetboot Module (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Killer Instinct"></div><br />
{{Killer Instinct (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Light 'Em Up"></div><br />
{{Light 'Em Up (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[S.H.I.V. (LWR)|SHIV]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]<br />
<br />
<br />
<div id="Lock N Load"></div><br />
{{Lock n' Load (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]<br />
<br />
<br />
<div id="Lone Wolf"></div><br />
{{Lone Wolf (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Low Profile"></div><br />
{{Low Profile (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Scout (LWR)|Scout]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Master Mechanic"></div><br />
{{Master Mechanic (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone]]<br />
<br />
<br />
<div id="Maim"></div><br />
{{Maim (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<div id="Mayhem"></div><br />
{{Mayhem (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]], [[Sniper (LWR)|Sniper]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]<br />
<br />
<br />
<div id="Mechanic"></div><br />
{{Mechanic (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]]<br />
<br />
<br />
<div id="One For All"></div><br />
{{One For All (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]]<br />
<br />
<br />
<div id="Opportunist"></div><br />
{{Opportunist (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Packmaster"></div><br />
{{Packmaster (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]<br />
<br />
<br />
<div id="Penetrator"></div><br />
{{Penetrator (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Shogun (LWR)|Shogun]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]<br />
<br />
<br />
<div id="Platform Stability"></div><br />
{{Platform Stability (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Precision Shot"></div><br />
{{Precision Shot (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Ranger"></div><br />
{{Ranger (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Seeker|Seeker]]<br />
<br />
<br />
<div id="Rapid Fire"></div><br />
{{Rapid Fire (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]]<br />
<br />
<br />
<div id="Rapid Reaction"></div><br />
{{Rapid Reaction (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Marauder (LWR)|Marauder]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]<br />
<br />
<br />
<div id="Reactive Targeting Sensors"></div><br />
{{Reactive Targeting Sensors (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]<br />
<br />
<br />
<div id="Ready For Anything"></div><br />
{{Ready For Anything (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Marauder (LWR)|Marauder]], [[Medic (LWR)|Medic]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]] [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Reconnaissance"></div><br />
{{Reconnaissance (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Scout (LWR)|Scout]]<br />
<br />
<br />
<div id="Repair"></div><br />
{{Repair (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Drone|Drone]]<br />
<br />
<br />
<div id="Repair Servos"></div><br />
{{Repair Servos (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]<br />
<br />
<br />
<div id="Run And Gun"></div><br />
{{Run and Gun (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]]<br />
<br />
<br />
<div id="Sapper"></div><br />
{{Sapper (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Savior"></div><br />
{{Savior (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Medic (LWR)|Medic]]<br />
<br />
<br />
<div id="Sentinel"></div><br />
{{Sentinel (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Shadowstep"></div><br />
{{Shadowstep (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]], [[Shogun (LWR)|Shogun]], [[Scout (LWR)|Scout]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Sharpshooter"></div><br />
{{Sharpshooter (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Medic (LWR)|Medic]], [[Sniper (LWR)|Sniper<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Shock-Absorbent Armor"></div><br />
{{Shock-Absorbent Armor (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Marauder (LWR)|Marauder]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]]<br />
<br />
<br />
<div id="Shock and Awe"></div><br />
{{Shock And Awe (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]]<br />
<br />
<br />
<div id="Shredder"></div><br />
{{Shredder (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Gunner (LWR)|Gunner]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]<br />
<br />
<br />
<div id="Smoke and Mirrors"></div><br />
{{Smoke And Mirrors (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]<br />
<br />
<br />
<div id="Snapshot"></div><br />
{{Snapshot (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Scout (LWR)|Scout]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man]]<br />
<br />
<br />
<div id="Sprinter"></div><br />
{{Sprinter (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Scout (LWR)|Scout]], [[S.H.I.V. (LWR)|SHIV]]<div/>'''Aliens:''' All <br />
[[Alien Life Forms (LWR)|Alien Leaders]]<br />
<br />
<br />
<div id="Squadsight"></div><br />
{{Squadsight (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Steadfast"></div><br />
{{Steadfast (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' All [[MEC Trooper (LWR)|MEC Troopers]], All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<div id="Suppression"></div><br />
{{Suppression (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[S.H.I.V. (LWR)|SHIV]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Thin Man|Thin Man]]<br />
<br />
<br />
<div id="Tandem Warheads"></div><br />
{{Tandem Warheads (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]]<br />
<br />
<br />
<div id="Tenacious Defense"></div><br />
{{Tenacious Defense (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]<br />
<br />
<br />
<div id="Vital Point Targeting"></div><br />
{{Vital Point Targeting (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Will To Survive"></div><br />
{{Will To Survive (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]<br />
<br />
==Alien Only Perks==<br />
<br />
<div id="Bombard"></div><br />
{{Bombard (LWR) |align=left |text=1}}<br />
Available for:<div/>[[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Deflection Shield"></div><br />
{{Deflection Shield (LWR) |align=left |text=1}}<br />
Available for:<div/>[[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]<br />
<br />
<br />
<div id="Distortion"></div><br />
{{Distortion (LWR) |align=left |text=1}}<br />
Available for:<div/>[[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]<br />
<br />
<br />
<div id="Greater Mind Merge"></div><br />
{{Greater Mind Merge (LWR) |align=left |text=1}}<br />
Available for:<div/>[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]<br />
<br />
<br />
<div id="Growth"></div><br />
{{Growth (LWR) |align=left |text=1}}<br />
Available for:<div/>[[Alien Life Forms (LWR)#Outsider|Outsider]]<br />
<br />
<br />
<div id="Mind Control"></div><br />
{{Mind Control (LWR) |align=left |text=1}}<br />
Available for:<div/>[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]<br />
<br />
<br />
<div id="Overpower"></div><br />
{{Overpower (LWR) |align=left |text=1}}<br />
Available for:<div/>[[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]<br />
<br />
<br />
<div id="Psi Lance"></div><br />
{{Psi Lance (LWR) |align=left |text=1}}<br />
Available for:<div/>[[Alien Life Forms (LWR)#Ethereal|Ethereal]]<br />
<br />
<br />
<div id="Tactical Mobility"></div><br />
{{Tactical Mobility (LWR) |align=left |text=1}}<br />
Available for:<div/>[[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
==Gene Mods==<br />
''(See also: [[Gene Mods (LWR)|Gene Mods]])''<br />
<br />
<div id="Adaptive Bone Marrow"></div><br />
{{Adaptive Bone Marrow (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Outsider|Outsider]]<br />
<br />
<br />
<br />
<div id="Adrenal Neurosympathy"></div><br />
{{Adrenal Neurosympathy (LWR) |align=left |text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<br />
<div id="Adrenaline Surge"></div><br />
{{Adrenaline Surge (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<br />
<div id="Depth Perception"></div><br />
{{Depth Perception (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<br />
<div id="Hyper-Reactive Pupils"></div><br />
{{Hyper-Reactive Pupils (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<br />
<div id="Iron Skin"></div><br />
{{Iron Skin (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<br />
<div id="Muscle Fiber Density"></div><br />
{{Muscle Fiber Density (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Outsider|Outsider]]<br />
<br />
<br />
<br />
<div id="Neural Damping"></div><br />
{{Neural Damping (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<div/>'''Aliens:''' [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Outsider|Outsider]]<br />
<br />
<br />
<br />
<div id="Secondary Heart"></div><br />
{{Secondary Heart (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<br />
<div id="Smart Macrophages"></div><br />
{{Smart Macrophages (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Soldiers (LWR)|Soldiers]]<br />
<br />
==Officer Training==<br />
''(See also: [[Officers (LWR)|Officers]])''<br />
<br />
<div id="Battlefield Aptitude"></div><br />
{{Battlefield Aptitude (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Officers (LWR)|Officers]]<br />
<br />
<br />
<br />
<div id="Combined Arms"></div><br />
{{Combined Arms (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Officers (LWR)|Officers]]<div/>'''Aliens:''' All [[Alien Life Forms (LWR)|Alien Leaders]]<br />
<br />
<br />
<br />
<div id="Comradery"></div><br />
{{Comradery (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Officers (LWR)|Officers]]<br />
<br />
<br />
<br />
<div id="Cover Tactics"></div><br />
{{Cover Tactics (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Officers (LWR)|Officers]]<br />
<br />
<br />
<br />
<div id="Inspired Tenacity"></div><br />
{{Inspired Tenacity (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Officers (LWR)|Officers]]<br />
<br />
<br />
<br />
<div id="International Warriors"></div><br />
{{International Warriors (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Officers (LWR)|Officers]]<br />
<br />
<br />
<br />
<div id="Show 'Em the Ropes"></div><br />
{{Show 'Em the Ropes (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Officers (LWR)|Officers]]<br />
<br />
<br />
<br />
<div id="Stay Frosty"></div><br />
{{Stay Frosty (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Officers (LWR)|Officers]]<br />
<br />
<br />
<br />
<div id="Strength in Diversity"></div><br />
{{Strength in Diversity (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Officers (LWR)|Officers]]<br />
<br />
<br />
<br />
<div id="Tricks of the Trade"></div><br />
{{Tricks of the Trade (LWR)|align=left|text=1}}<br />
Available for:<div/>'''XCOM:''' All [[Officers (LWR)|Officers]]<br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic (LWR)|Psionics]])''<br />
<br />
<br />
<div id="Inner Fire"></div><br />
{{Inner Fire (LWR)|align=left |text=1}}<br />
<br />
<div id="Mind Fray"></div><br />
{{Mind Fray (LWR)|align=left |text=1}}<br />
<br />
<div id="Mind Merge"></div><br />
{{Mind Merge (LWR)|align=left |text=1}}<br />
<br />
<div id="Neural Feedback"></div><br />
{{Neural Feedback (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Inspiration"></div><br />
{{Psi Inspiration (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Mastery"></div><br />
{{Psi Mastery (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Lance"></div><br />
{{Psi Lance (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Panic"></div><br />
{{Psi Panic (LWR)|align=left |text=1}}<br />
<br />
<div id="Pscyhokinetic Strike"></div><br />
{{Psychokinetic Strike (LWR)|align=left |text=1}}<br />
<br />
<div id="Rift"></div><br />
{{Rift (LWR)|align=left |text=1}}<br />
<br />
<div id="Telekinetic Field"></div><br />
{{Telekinetic Field (LWR)|align=left |text=1}}<br />
<br />
[[Category: Long War Rebalance]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Abilities_List_(LWR)&diff=95428Abilities List (LWR)2020-08-09T03:22:27Z<p>Pathologic: Added Psi Lance</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]] <br />
<br />
==Normal Perks==<br />
<div id="Absorption Fields"></div><br />
{{Absorption Fields (LWR) |align=left |text=1}}<br />
Available for: [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Aggression"></div><br />
{{Aggression (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]<br />
<br />
<br />
<div id="Awareness"></div><br />
{{Awareness (LWR) |align=left |text=1}}<br />
Available for: [[Jaeger (LWR)|Jaeger]]<br />
<br />
<br />
<div id="Body Shield"></div><br />
{{Body Shield (LWR) |align=left |text=1}}<br />
Available for: All [[MEC Trooper (LWR)|MEC Troopers]]<br />
<br />
<br />
<div id="Brawler"></div><br />
{{Brawler (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]<br />
<br />
<br />
<div id="Bring 'Em On"></div><br />
{{Bring 'Em On (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Bullseye"></div><br />
{{Bullseye (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]], [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Close Combat Specialist"></div><br />
{{Close Combat Specialist (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]], [[Medic (LWR)|Medic]], [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Close Encounters"></div><br />
{{Close Encounters (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]]<br />
<br />
<br />
<div id="Collateral Damage"></div><br />
{{Collateral Damage (LWR) |align=left |text=1}}<br />
Available for: [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Combat Drugs"></div><br />
{{Combat Drugs (LWR) |align=left |text=1}}<br />
Available for: [[Medic (LWR)|Medic]]<br />
<br />
<br />
<div id="Concealment"></div><br />
{{Concealment (LWR) |align=left |text=1}}<br />
Available for: [[Scout (LWR)|Scout]]<br />
<br />
<br />
<div id="Critical System Targeting"></div><br />
{{Critical System Targeting (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Damage Control"></div><br />
{{Damage Control (LWR) |align=left |text=1}}<br />
Available for: [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Danger Zone"></div><br />
{{Danger Zone (LWR) |align=left |text=1}}<br />
Available for: [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Death From Afar"></div><br />
{{Death From Afar (LWR) |align=left |text=1}}<br />
Available for: [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Dense Smoke"></div><br />
{{Dense Smoke (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]]<br />
<br />
<br />
<div id="Disabler"></div><br />
{{Disabler (LWR) |align=left |text=1}}<br />
Available for: [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Disabling Shot"></div><br />
{{Disabling Shot (LWR) |align=left |text=1}}<br />
Available for: [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Double Tap"></div><br />
{{Double Tap (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Executioner"></div><br />
{{Executioner (LWR) |align=left |text=1}}<br />
Available for: [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Extra Conditioning"></div><br />
{{Extra Conditioning (LWR) |align=left |text=1}}<br />
Available for: All [[MEC Trooper (LWR)|MEC Troopers]], All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<div id="Field Medic"></div><br />
{{Field Medic (LWR) |align=left |text=1}}<br />
Available for: [[Medic (LWR)|Medic]]<br />
<br />
<br />
<div id="Fire Rocket"></div><br />
{{Fire Rocket (LWR) |align=left |text=1}}<br />
Available for: [[Rocketeer (LWR)|Rocketeer]]<br />
<br />
<br />
<div id="First Aid"></div><br />
{{First Aid (LWR) |align=left |text=1}}<br />
Available for: [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]] <br />
<br />
<br />
<div id="Flush"></div><br />
{{Flush (LWR) |align=left |text=1}}<br />
Available for: All [[Soldiers (LWR)|Soldiers]], [[S.H.I.V. (LWR)|SHIV]] <br />
<br />
<br />
<div id="Fortified"></div><br />
{{Fortified (LWR) |align=left |text=1}}<br />
Available for: [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]]<br />
<br />
<br />
<div id="Fragmentation"></div><br />
{{Fragmentation (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Grenadier"></div><br />
{{Grenadier (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Infantry (LWR)|Infantry]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Grit"></div><br />
{{Grit (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]<br />
<br />
<br />
<div id="HEAT Warheads"></div><br />
{{HEAT Warheads (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]], [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Hit and Run"></div><br />
{{Hit and Run (LWR) |align=left |text=1}}<br />
Available for: [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Holo Rounds"></div><br />
{{Holo Rounds (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[S.H.I.V. (LWR)|SHIV]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Jetboot Module"></div><br />
{{Jetboot Module (LWR) |align=left |text=1}}<br />
Available for: [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Killer Instinct"></div><br />
{{Killer Instinct (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Light 'Em Up"></div><br />
{{Light 'Em Up (LWR) |align=left |text=1}}<br />
Available for: [[Infantry (LWR)|Infantry]], [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Lock N Load"></div><br />
{{Lock n' Load (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]<br />
<br />
<br />
<div id="Lone Wolf"></div><br />
{{Lone Wolf (LWR) |align=left |text=1}}<br />
Available for: [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Low Profile"></div><br />
{{Low Profile (LWR) |align=left |text=1}}<br />
Available for: [[Scout (LWR)|Scout]]<br />
<br />
<br />
<div id="Master Mechanic"></div><br />
{{Master Mechanic (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]]<br />
<br />
<br />
<div id="Maim"></div><br />
{{Maim (LWR) |align=left |text=1}}<br />
Available for: All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<div id="Mayhem"></div><br />
{{Mayhem (LWR) |align=left |text=1}}<br />
Available for: [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Mechanic"></div><br />
{{Mechanic (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]]<br />
<br />
<br />
<div id="One For All"></div><br />
{{One For All (LWR) |align=left |text=1}}<br />
Available for: All [[MEC Trooper (LWR)|MEC Troopers]]<br />
<br />
<br />
<div id="Opportunist"></div><br />
{{Opportunist (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]],<br />
<br />
<br />
<div id="Packmaster"></div><br />
{{Packmaster (LWR) |align=left |text=1}}<br />
Available for: [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]<br />
<br />
<br />
<div id="Penetrator"></div><br />
{{Penetrator (LWR) |align=left |text=1}}<br />
Available for: [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Platform Stability"></div><br />
{{Platform Stability (LWR) |align=left |text=1}}<br />
Available for: [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Precision Shot"></div><br />
{{Precision Shot (LWR) |align=left |text=1}}<br />
Available for: [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Ranger"></div><br />
{{Ranger (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Rapid Fire"></div><br />
{{Rapid Fire (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]]<br />
<br />
<br />
<div id="Rapid Reaction"></div><br />
{{Rapid Reaction (LWR) |align=left |text=1}}<br />
Available for: [[Marauder (LWR)|Marauder]]<br />
<br />
<br />
<div id="Reactive Targeting Sensors"></div><br />
{{Reactive Targeting Sensors (LWR) |align=left |text=1}}<br />
Available for: [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Ready For Anything"></div><br />
{{Ready For Anything (LWR) |align=left |text=1}}<br />
Available for: [[Gunner (LWR)|Gunner]], [[Marauder (LWR)|Marauder]], [[Medic (LWR)|Medic]]<br />
<br />
<br />
<div id="Reconnaissance"></div><br />
{{Reconnaissance (LWR) |align=left |text=1}}<br />
Available for: [[Scout (LWR)|Scout]]<br />
<br />
<br />
<div id="Repair"></div><br />
{{Repair (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]]<br />
<br />
<br />
<div id="Repair Servos"></div><br />
{{Repair Servos (LWR) |align=left |text=1}}<br />
Available for: [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Run And Gun"></div><br />
{{Run and Gun (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]]<br />
<br />
<br />
<div id="Sapper"></div><br />
{{Sapper (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Savior"></div><br />
{{Savior (LWR) |align=left |text=1}}<br />
Available for: [[Medic (LWR)|Medic]]<br />
<br />
<br />
<div id="Sentinel"></div><br />
{{Sentinel (LWR) |align=left |text=1}}<br />
Available for: [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]<br />
<br />
<br />
<div id="Shadowstep"></div><br />
{{Shadowstep (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]], [[Shogun (LWR)|Shogun]], [[Scout (LWR)|Scout]]<br />
<br />
<br />
<div id="Sharpshooter"></div><br />
{{Sharpshooter (LWR) |align=left |text=1}}<br />
Available for: [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Medic (LWR)|Medic]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Shock-Absorbent Armor"></div><br />
{{Shock-Absorbent Armor (LWR) |align=left |text=1}}<br />
Available for: [[Marauder (LWR)|Marauder]]<br />
<br />
<br />
<div id="Shock and Awe"></div><br />
{{Shock And Awe (LWR) |align=left |text=1}}<br />
Available for: [[Rocketeer (LWR)|Rocketeer]]<br />
<br />
<br />
<div id="Shredder"></div><br />
{{Shredder (LWR) |align=left |text=1}}<br />
Available for: [[Gunner (LWR)|Gunner]]<br />
<br />
<br />
<div id="Smoke and Mirrors"></div><br />
{{Smoke And Mirrors (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]<br />
<br />
<br />
<div id="Snapshot"></div><br />
{{Snapshot (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Scout (LWR)|Scout]]<br />
<br />
<br />
<div id="Sprinter"></div><br />
{{Sprinter (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Scout (LWR)|Scout]], [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Squadsight"></div><br />
{{Squadsight (LWR) |align=left |text=1}}<br />
Available for: [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]<br />
<br />
<br />
<div id="Steadfast"></div><br />
{{Steadfast (LWR) |align=left |text=1}}<br />
Available for: All [[MEC Trooper (LWR)|MEC Troopers]], All [[Soldiers (LWR)|Soldiers]]<br />
<br />
<br />
<div id="Suppression"></div><br />
{{Suppression (LWR) |align=left |text=1}}<br />
Available for: [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[S.H.I.V. (LWR)|SHIV]]<br />
<br />
<br />
<div id="Tandem Warheads"></div><br />
{{Tandem Warheads (LWR) |align=left |text=1}}<br />
Available for: [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]]<br />
<br />
<br />
<div id="Tenacious Defense"></div><br />
{{Tenacious Defense (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]]<br />
<br />
<br />
<div id="Vital Point Targeting"></div><br />
{{Vital Point Targeting (LWR) |align=left |text=1}}<br />
Available for: [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]<br />
<br />
<br />
<div id="Will To Survive"></div><br />
{{Will To Survive (LWR) |align=left |text=1}}<br />
Available for: [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]<br />
<br />
==Alien Only Perks==<br />
<br />
<div id="Bombard"></div><br />
{{Bombard (LWR) |align=left |text=1}}<br />
Available for: [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
<br />
<div id="Deflection Shield"></div><br />
{{Deflection Shield (LWR) |align=left |text=1}}<br />
Available for: [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]<br />
<br />
<br />
<div id="Distortion"></div><br />
{{Distortion (LWR) |align=left |text=1}}<br />
Available for: [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]<br />
<br />
<br />
<div id="Greater Mind Merge"></div><br />
{{Greater Mind Merge (LWR) |align=left |text=1}}<br />
Available for: [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]<br />
<br />
<br />
<div id="Growth"></div><br />
{{Growth (LWR) |align=left |text=1}}<br />
Available for: [[Alien Life Forms (LWR)#Outsider|Outsider]]<br />
<br />
<br />
<div id="Mind Control"></div><br />
{{Mind Control (LWR) |align=left |text=1}}<br />
Available for: [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]<br />
<br />
<br />
<div id="Overpower"></div><br />
{{Overpower (LWR) |align=left |text=1}}<br />
Available for: [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]<br />
<br />
<br />
<div id="Psi Lance"></div><br />
{{Psi Lance (LWR) |align=left |text=1}}<br />
Available for: [[Alien Life Forms (LWR)#Ethereal|Ethereal]]<br />
<br />
<br />
<div id="Tactical Mobility"></div><br />
{{Tactical Mobility (LWR) |align=left |text=1}}<br />
Available for: [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]]<br />
<br />
==Gene Mods==<br />
''(See also: [[Gene Mods (LWR)|Gene Mods]])''<br />
<br />
<div id="Adaptive Bone Marrow"></div><br />
{{Adaptive Bone Marrow (LWR)|align=left|text=1}}<br />
<br />
<div id="Adrenal Neurosympathy"></div><br />
{{Adrenal Neurosympathy (LWR)|align=left|text=1}}<br />
<br />
<div id="Adrenaline Surge"></div><br />
{{Adrenaline Surge (LWR)|align=left|text=1}}<br />
<br />
<div id="Depth Perception"></div><br />
{{Depth Perception (LWR)|align=left|text=1}}<br />
<br />
<div id="Hyper-Reactive Pupils"></div><br />
{{Hyper-Reactive Pupils (LWR)|align=left|text=1}}<br />
<br />
<div id="Iron Skin"></div><br />
{{Iron Skin (LWR)|align=left|text=1}}<br />
<br />
<div id="Muscle Fiber Density"></div><br />
{{Muscle Fiber Density (LWR)|align=left|text=1}}<br />
<br />
<div id="Neural Damping"></div><br />
{{ Neural Damping (LWR)|align=left|text=1}}<br />
<br />
<div id="Secondary Heart"></div><br />
{{Secondary Heart (LWR)|align=left|text=1}}<br />
<br />
<div id="Smart Macrophages"></div><br />
{{Smart Macrophages (LWR)|align=left|text=1}}<br />
<br />
==Officer Training==<br />
''(See also: [[Officers (LWR)|Officers]])''<br />
<br />
<div id="Battlefield Aptitude"></div><br />
{{Battlefield Aptitude (LWR)|align=left|text=1}}<br />
<br />
<div id="Combined Arms"></div><br />
{{Combined Arms (LWR)|align=left|text=1}}<br />
<br />
<div id="Comradery"></div><br />
{{Comradery (LWR)|align=left|text=1}}<br />
<br />
<div id="Cover Tactics"></div><br />
{{Cover Tactics (LWR)|align=left|text=1}}<br />
<br />
<div id="Inspired Tenacity"></div><br />
{{Inspired Tenacity (LWR)|align=left|text=1}}<br />
<br />
<div id="International Warriors"></div><br />
{{International Warriors (LWR)|align=left|text=1}}<br />
<br />
<div id="Show 'Em the Ropes"></div><br />
{{Show 'Em the Ropes (LWR)|align=left|text=1}}<br />
<br />
<div id="Stay Frosty"></div><br />
{{Stay Frosty (LWR)|align=left|text=1}}<br />
<br />
<div id="Strength in Diversity"></div><br />
{{Strength in Diversity (LWR)|align=left|text=1}}<br />
<br />
<div id="Tricks of the Trade"></div><br />
{{Tricks of the Trade (LWR)|align=left|text=1}}<br />
<br />
==Psionic Abilities==<br />
''(See also: [[Psionic (LWR)|Psionics]])''<br />
<br />
<br />
<div id="Inner Fire"></div><br />
{{Inner Fire (LWR)|align=left |text=1}}<br />
<br />
<div id="Mind Fray"></div><br />
{{Mind Fray (LWR)|align=left |text=1}}<br />
<br />
<div id="Mind Merge"></div><br />
{{Mind Merge (LWR)|align=left |text=1}}<br />
<br />
<div id="Neural Feedback"></div><br />
{{Neural Feedback (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Inspiration"></div><br />
{{Psi Inspiration (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Mastery"></div><br />
{{Psi Mastery (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Lance"></div><br />
{{Psi Lance (LWR)|align=left |text=1}}<br />
<br />
<div id="Psi Panic"></div><br />
{{Psi Panic (LWR)|align=left |text=1}}<br />
<br />
<div id="Pscyhokinetic Strike"></div><br />
{{Psychokinetic Strike (LWR)|align=left |text=1}}<br />
<br />
<div id="Rift"></div><br />
{{Rift (LWR)|align=left |text=1}}<br />
<br />
<div id="Telekinetic Field"></div><br />
{{Telekinetic Field (LWR)|align=left |text=1}}<br />
<br />
[[Category: Long War Rebalance]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&diff=95427Alien Life Forms (LWR)2020-08-09T02:49:47Z<p>Pathologic: Added proper icons for Deflection Shield and Tenacious Defense</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
==Alien Types==<br />
<br />
<div style="max-width: 1600px;"><br />
===Sectoid===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Sectoid (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:Action Hunker Down.png|24px]]<br />
|skill3-text=Hunker Down<br />
|skill4-img=[[File:PSIONIC PANIC.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Psionic Panic|<span style="color: #000;">Psi Panic</span>]]<br />
|skill5-img=[[File:PSIONIC MINDMERGE.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Mind Merge|<span style="color: #000;">Mind Merge</span>]]<br />
|skill6-img=[[File:PSIONIC MINDFRAY.png|24px]]<br />
|skill6-text=[[Abilities List (LWR)#Mind Fray|<span style="color: #000;">Mind Fray</span>]]<br />
}}<br />
</div><br />
'''Sectoids''' have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the ''Ranger'' perk so they have no aim penalty when shooting with their plasma pistols at a distance.<br />
<br />
Their signature ''Mind Merge'' ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown. <br />
<br />
Sectoid squad leaders get ''Psi Mastery'', allowing them to double their damage output. This makes them significantly more dangerous.<br />
<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=5 | base-damage=3 | base-aim=40 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:SNIPER GUNSLINGER.png|24px]]&nbsp;[[Abilities List (LWR)#Ranger|<span style="color:#333; font-size:0.9em;">Ranger</span>]]</div><br />
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.5 | boost-hp=+2 | boost-damage=+0.5 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+2 | final-hp=+2 | final-damage=+2 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
| rank1-name=Sectoid Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+30 <br />
| rank2-name=Sectoid Executioner | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+50 <br />
| rank3-name=Sectoid Shadow | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+70 <br />
| rank4-name=Recticulan | rank4-level=9 | rank4-damage=+5 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+80 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER LOWPROFILE.png|24px]]&nbsp;[[Abilities List (LWR)#Low Profile|<span style="color:#333; font-size:0.9em;">Low Profile</span>]],&nbsp;</div><div style="display:inline-block;">[[File:PSIONIC MINDCONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Mastery|<span style="color:#333; font-size:0.9em;">Psi Mastery</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<div style="clear:both;"></div><br />
<br><br><br />
<br />
===Drone===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Drone 1 (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill3-text=Flight<br />
|skill4-img=[[File:ALIEN REPAIR.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Repair|<span style="color: #000;">Repair</span>]]<br />
}}<br />
</div><br />
'''Drones''' can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. <br />
<br />
Their holo rounds so are effective at making your units easier to hit. <br />
<br />
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant light cover from flying with damage reduction and ability to mutually repair can make them difficult to kill.<br />
<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=10 |base-hp=2 | base-damage=3 | base-aim=60 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Master Mechanic|<span style="color:#333; font-size:0.9em;">Master Mechanic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]]</div><br />
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+1 | boost-damage=+1 | boost-aim=+3 | boost-will=0 | boost-defense=0 | boost-dr=+0.2 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+1 | final-damage=+4 | final-aim=+12 | final-will=0 | final-defense=0| final-dr=+0.2 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=0 <br />
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+3 | rank2-hp=+5 | rank2-aim=+10 | rank2-will=0 <br />
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+5 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=0 <br />
|rank4-name=Omega Drone | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+55 | rank4-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ABSORTION FIELDS.png|24px]]&nbsp;[[Abilities List (LWR)#Absorption Fields|<span style="color:#333; font-size:0.9em;">Absorption Fields</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Thinman===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ALIEN POISON.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Acid Spit|<span style="color: #000;">Acid Spit</span>]]<br />
|skill5-img=[[File:Action Hunker Down.png|24px]]<br />
|skill5-text=Hunker Down<br />
}}<br />
</div><br />
'''Thinmen''' have high mobility, mediocre aim, and low will. The can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a corrosion effect that lowers aim and mobility by 20%, removes flat DR, and prevents passive healing for the remainder of the battle. <br />
<br />
Thinmen also have the ''Snapshot'' ability, making overwatch ineffective against their shots. While overwatch is still effective against them if they move, it is often best to steady and/or shoot at them instead.<br />
<br />
Council missions tend to have disproportionally high numbers of thinmen -- it is advised to bring ample medikits on these missions to help remove corrosion from your units.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=14 |base-hp=6 | base-damage=6 | base-aim=60 | base-will=35 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:SNIPER SNAPSHOT.png|24px]]&nbsp;[[Abilities List (LWR)#Snapshot|<span style="color:#333; font-size:0.9em;">Snapshot</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN POISONCLAW.png|24px]]&nbsp;[[Abilities List (LWR)#Acidic|<span style="color:#333; font-size:0.9em;">Acidic</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+6 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+3 | final-damage=+4 | final-aim=+24 | final-will=+10 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
| rank1-name=Thin Man Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=+10 | rank1-will=+12 <br />
| rank2-name=Whisper | rank2-level=3 | rank2-damage=+3 | rank2-hp=+8 | rank2-aim=+20 | rank2-will=+27 <br />
| rank3-name=Sidewinder | rank3-level=6 | rank3-damage=+5 | rank3-hp=+18 | rank3-aim=+30 | rank3-will=+42 <br />
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+7 | rank4-hp=+28 | rank4-aim=+50 | rank4-will=+52 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&nbsp;[[Abilities List (LWR)#Shadowstep|<span style="color:#333; font-size:0.9em;">Shadowstep</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER LOWPROFILE.png|24px]]&nbsp;[[Abilities List (LWR)#Low Profile|<span style="color:#333; font-size:0.9em;">Low Profile</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Mimetic Skin Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Concealment|<span style="color:#333; font-size:0.9em;">Concealment</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN BOMBARD.png|24px]]&nbsp;[[Abilities List (LWR)#Bombard|<span style="color:#333; font-size:0.9em;">Bombard</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER DGG.png|24px]]&nbsp;[[Abilities List (LWR)#Death From Afar|<span style="color:#333; font-size:0.9em;">Death From Afar</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Urban Combat Badge 2 (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Sharpshooter|<span style="color:#333; font-size:0.9em;">Sharpshooter</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Floater===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Floater_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Launch|<span style="color: #000;">Launch</span>]]<br />
|skill6-img=[[File:Action Hunker Down.png|24px]]<br />
|skill6-text=Hunker Down<br />
}}<br />
</div><br />
'''Floaters''' tend to fly (granting +30 defense) and gain the ''Tactical Mobility'' ability, granting them +15 defense while in flight or in cover. This makes them quite elusive. They also get +20 bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. <br />
<br />
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Additionally, the '''Bullseye''' perk will grant additional aim against them when they are flying. Another effective counter is using rockets as none of the floater's defense will help it against explosives.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=7 | base-damage=6 | base-aim=60 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+3 | boost-damage=+1 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+3 | final-damage=+4 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
| rank1-name=Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 <br />
| rank2-name=Floater Sentry | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+18 <br />
| rank3-name=Floater Reaver | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=+28<br />
| rank4-name=Reaver Lord | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+60 | rank4-will=+38 <br />
| rank1-perks=[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]], [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]]<br />
| rank2-perks=[[File:HEAVY RAPIDREACTION.png|24px]]&nbsp;[[Abilities List (LWR)#Rapid Reaction|<span style="color:#333; font-size:0.9em;">Rapid Reaction</span>]], [[File:SNIPER SNAPSHOT.png|24px]]&nbsp;[[Abilities List (LWR)#Snapshot|<span style="color:#333; font-size:0.9em;">Snapshot</span>]], [[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]]<br />
| rank3-perks=[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]], [[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]], [[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]], [[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]], [[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]]<br />
| rank4-perks=[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]], [[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]<br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Outsider===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Outsider (EU2012).jpg|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:Action Hunker Down.png|24px]]<br />
|skill3-text=Hunker Down<br />
}}<br />
</div><br />
'''Outsiders''' are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You'll first encounter them shepherding their UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game. Be careful though, they all have the [[Abilities_List_(LWR)#Close_Combat_Specialist|Close Combat Specialist]] perk, meaning moving too close to them can be extremely dangerous.<br />
<br />
Their ''Growth'' ability causes them to gain increased stats as the mission goes on, beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will be much more common, sometimes appearing in large groups. They will occasionally patrol and are not always found in the command room.<br />
<br />
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, 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 />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=10 |base-hp=8 | base-damage=5 | base-aim=55 | base-will=50 | base-defense=0 | base-dr=1 (+2 Regen) | base-perks=<div style="display:inline-block;">[[File:ASSAULT CLOSECOMBAT.png|24px]]&nbsp;[[Abilities List (LWR)#Close Combat Specialist|<span style="color:#333; font-size:0.9em;">Close Combat Specialist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Defenders Medal 2 (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Growth|<span style="color:#333; font-size:0.9em;">Growth</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Muscle Fiber Density|<span style="color:#333; font-size:0.9em;">Muscle Fiber Density</span>]],&nbsp;</div><div style="display:inline-block;">[[File:BATTLEFATIGUE.png|24px]]&nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|<span style="color:#333; font-size:0.9em;">Adaptive Bone Marrow</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Neural Damping Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Neural Dampening|<span style="color:#333; font-size:0.9em;">Neural Dampening</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+3 | boost-damage=+2 | boost-aim=+8 | boost-will=+110 | boost-defense=0| boost-dr=+0.5 (+1 Regen) | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+3 | final-damage=+8 | final-aim=+32 | final-will=+440 | final-defense=0| final-dr=+0.5 (+4 Regen) | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Outsider Navigator | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+20 | rank1-will=+10 <br />
|rank2-name=Outsider Engineer | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+20 <br />
|rank3-name=Outsider Old Guard | rank3-level=5 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+40 | rank3-will=+30 <br />
|rank4-name=Outsider Pioneer | rank4-level=7 | rank4-damage=+4 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+40 <br />
|rank5-name=Outsider Champion | rank5-level=9 | rank5-damage=+5 | rank5-hp=+40 | rank5-aim=+60 | rank5-will=+50 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT BRINGTHEMON.png|24px]]&nbsp;[[Abilities List (LWR)#Brawler|<span style="color:#333; font-size:0.9em;">Brawler</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank5-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Chryssalid===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]<br />
|skill1-text=Melee Attack<br />
}}<br />
</div><br />
'''Chryssalids''' have great mobility and defense, and gain the ''Hardened'' ability, making them extremely agile armored threats. They also deal significant damage and will corrode any unit they hit, meaning you should attempt to kill them before they can get too close.<br />
<br />
Explosives remain an effective counter to Chryssalids, since they'll frequently charge in a tightly packed group on first sight, and are difficult to hit with most weapons. Similarly, Concussion Grenades can debilitate a whole group of Chryssalids by reducing their mobility -- this means they won't be able to move and attack any units on the next turn if there are no units close to them. Chryssalids are immune to acid, so Acid Grenades won't reduce their mobility. A ''Close Combat'' Assault can frequently finish off weakened 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 />
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=24 |base-hp=4 | base-damage=6 | base-aim=0 | base-will=20 | base-defense=50 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY STUN.png|24px]]&nbsp;[[Abilities List (LWR)#Stun Immune|<span style="color:#333; font-size:0.9em;">Stun Immune</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Muscle Fiber Density|<span style="color:#333; font-size:0.9em;">Muscle Fiber Density</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+4 | boost-hp=+4 | boost-damage=+3 | boost-aim=0 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=+16 | final-hp=+4 | final-damage=+12 | final-aim=0 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Chryssalid Charger | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+5 <br />
|rank2-name=Chryssalid Warrior | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=0 | rank2-will=+35 <br />
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+8 | rank3-hp=+20 | rank3-aim=0 | rank3-will=+45 <br />
|rank4-name=Greater Hive Queen | rank4-level=9 | rank4-damage=+11 | rank4-hp=+40 | rank4-aim=0 | rank4-will=+65 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&nbsp;[[Abilities List (LWR)#Shadowstep|<span style="color:#333; font-size:0.9em;">Shadowstep</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Regen Biofield.png|24px]]&nbsp;[[Abilities List (LWR)#Grit|<span style="color:#333; font-size:0.9em;">Grit</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|<span style="color:#333; font-size:0.9em;">Shock-Absorbent Armor</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT RESILLIENCE.png|24px]]&nbsp;[[Abilities List (LWR)#Fortified|<span style="color:#333; font-size:0.9em;">Fortified</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Zombie===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 1<br />
|picture=[[File:Zombie_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]<br />
|skill1-text=Melee Attack<br />
}}<br />
</div><br />
'''Zombies''' are fast units with high health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. 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.<br />
<br />
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.<br />
<br />
They also will corrode any unit they hit, making their melee attacks even more dangerous.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=20 |base-hp=12 | base-damage=5 | base-aim=0 | base-will=0 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:ABILITY STUN.png|24px]]&nbsp;[[Abilities List (LWR)#Stun Immune|<span style="color:#333; font-size:0.9em;">Stun Immune</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+5 | boost-damage=+2 | boost-aim=0 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+5 | final-damage=+8 | final-aim=0 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Seeker===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 2<br />
|picture=[[File:Seeker_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:STRANGLE.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Strangle|<span style="color: #000;">Strangle</span>]]<br />
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill5-img=[[File:ABILITY GHOST.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Stealth|<span style="color: #000;">Stealth</span>]]<br />
}}<br />
</div><br />
'''Seekers''' can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn't much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and gaining +2 DR when strangling. Each turn the incapacitated units that are being strangled will take more and more damage. It is advised to try to kill them before they strangle as it can be difficult to remove them when strangling due to their increased resiliency.<br />
<br />
Battle Scanners and the Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters 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. 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 />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=6 | base-damage=3 | base-aim=45 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER GUNSLINGER.png|24px]]&nbsp;[[Abilities List (LWR)#Ranger|<span style="color:#333; font-size:0.9em;">Ranger</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+4 | boost-damage=+1 | boost-aim=+2 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+4 | final-damage=+4 | final-aim=+8 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Stalker | rank1-level=1 | rank1-damage=0 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=0 <br />
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+1 | rank2-hp=+14 | rank2-aim=+18 | rank2-will=0 <br />
|rank3-name=Battle Wraith | rank3-level=6 | rank3-damage=+2 | rank3-hp=+24 | rank3-aim=+26 | rank3-will=0 <br />
|rank4-name=Hydra | rank4-level=9 | rank4-damage=+3 | rank4-hp=+34 | rank4-aim=+46 | rank4-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:ASSAULT CLOSEPERSONAL.png|24px]]&nbsp;[[Abilities List (LWR)#Close Encounters|<span style="color:#333; font-size:0.9em;">Close Encounters</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Muton===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 2<br />
|picture=[[File:Muton_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill5-img=[[File:Action Hunker Down.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Hunker Down|<span style="color: #000;">Hunker Down</span>]]<br />
}}<br />
</div><br />
'''Mutons''' are sturdy aliens that gain a lot of DR when protected by cover. They start with Alien Carbines and later upgrade to Alien Rifles. <br />
<br />
Muton leaders have a ''Deflection Shield'' ability which activates when they end their turn on a move or with AP remaining, granting them defense and crit resistance against ranged attacks that scales with distance. They have access to the ''Blood Call'' ability which will grant various stat increases to allies in range, including double mobility. This can catch an unwary player off guard as a Muton moves many tiles to flank one of their soldiers.<br />
<br />
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. <br />
<br />
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or even retreating early if some of their squad mates have been killed.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=10 | base-damage=6 (upgrade: 8) | base-aim=60 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:HEAVY WILLTOSURVIVE.png|24px]]&nbsp;[[Abilities List (LWR)#Will to Survive|<span style="color:#333; font-size:0.9em;">Will to Survive</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT KILLERINSTINCT.png|24px]]&nbsp;[[Abilities List (LWR)#Tenacious Defense|<span style="color:#333; font-size:0.9em;">Tenacious Defense</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT COVERINGFIRE.png|24px]]&nbsp;[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]]</div><br />
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+1 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+4 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Muton Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+20 | rank1-will=+10 <br />
|rank2-name=Muton Sentry | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+25 | rank2-will=+20 <br />
|rank3-name=Muton Centurion | rank3-level=6 | rank3-damage=+4 | rank3-hp=+30 | rank3-aim=+35 | rank3-will=+40 <br />
|rank4-name=Sargon | rank4-level=9 | rank4-damage=+6 | rank4-hp=+35 | rank4-aim=+60 | rank4-will=+60 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN BOMBARD.png|24px]]&nbsp;[[Abilities List (LWR)#Bombard|<span style="color:#333; font-size:0.9em;">Bombard</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN OVERLOAD.png|24px]]&nbsp;[[Abilities List (LWR)#Tandem Warheads|<span style="color:#333; font-size:0.9em;">Tandem Warheads</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Cyberdisc===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 3<br />
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill5-img=[[File:Action Transform.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Transform|<span style="color: #000;">Transform</span>]]<br />
}}<br />
</div><br />
'''Cyberdiscs''' are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.<br />
<br />
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage. They can transform between open and closed states: their open state is required to act and their closed state will grant them hardened and +6 DR. If they take damage in their open state, they will automatically close. However, the must open in order to act. Thus, they are best dealt with through high damage single attacks (e.g. a Mayhem sniper) when open. <br />
<br />
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 or simply fire long-range explosives at you.<br />
<br />
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with ''Holo Rounds'', making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage you have done to the Cyberdisc with their ''Repair'' ability. <br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=16 |base-hp=18 | base-damage=10 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=1 (7 When Closed) | base-perks=<div style="display:inline-block;">[[File:Action Transform.png|24px]]&nbsp;[[Abilities List (LWR)#Transform|<span style="color:#333; font-size:0.9em;">Transform</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened (When Closed)</span>]],&nbsp;</div><div style="display:inline-block;">[[File:FLASHBANG GRENADE ICON.png|24px]]&nbsp;[[Abilities List (LWR)#Death Explosion|<span style="color:#333; font-size:0.9em;">Death Explosion</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#HEAT Warheads|<span style="color:#333; font-size:0.9em;">HEAT Warheads</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+4 | boost-damage=+4 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+4 | final-damage=+16 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Cyberdisc Rover | rank1-level=1 | rank1-damage=0 | rank1-hp=+3 | rank1-aim=+5 | rank1-will=0 <br />
|rank2-name=Cyberdisc Gunship | rank2-level=5 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+15 | rank2-will=0 <br />
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+5 | rank3-hp=+23 | rank3-aim=+35 | rank3-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN OVERLOAD.png|24px]]&nbsp;[[Abilities List (LWR)#Tandem Warheads|<span style="color:#333; font-size:0.9em;">Tandem Warheads</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Mechtoid===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 4<br />
|picture=[[File:Mechtoid_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
}}<br />
</div><br />
'''Mechtoids''' will appear with Sectoid escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim.<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 they are excellent targets for psionic abilities. Chem Grenades are also useful as Mechtoids have a significant amount of flat DR and the corrosion will lower their accuracy.<br />
<br />
The Psi Shield granted to Mechtoids by ''Mind Merge'' grants a massive amount of temporary health. As a result, it is ideal that you find and kill the Sectoid that set up the link (helpfully indicated by the purple streams) before targeting the Mechtoid.<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 />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=20 | base-damage=10 | base-aim=70 | base-will=40 | base-defense=0 | base-dr=4 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:PSIONIC MINDMERGE.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Shield|<span style="color:#333; font-size:0.9em;">Psi Shield</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ABSORTION FIELDS.png|24px]]&nbsp;[[Abilities List (LWR)#Absorption Fields|<span style="color:#333; font-size:0.9em;">Absorption Fields</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT DEEPPOCKETS.png|24px]]&nbsp;[[Abilities List (LWR)#Lock N' Load|<span style="color:#333; font-size:0.9em;">Lock N' Load</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+4 | boost-damage=+3 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+1 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+4 | final-damage=+12 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+1 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Vulcan Mechtoid | rank1-level=1 | rank1-damage=+2 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=+30 <br />
|rank2-name=Leviathan Mechtoid | rank2-level=5 | rank2-damage=+4 | rank2-hp=+26 | rank2-aim=+20 | rank2-will=+60 <br />
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+6 | rank3-hp=+36 | rank3-aim=+30 | rank3-will=+90 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|<span style="color:#333; font-size:0.9em;">Reactive Targeting Sensors</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Berserker===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 4<br />
|picture=[[File:Berserker_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]<br />
|skill1-text=Melee Attack<br />
|skill2-img=[[File:ALIEN BULLRUSH.png|24px]]<br />
|skill2-text=Bull Rush<br />
}}<br />
</div><br />
'''Berserkers''' can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.<br />
<br />
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are ''Hardened'' and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will. Concussing a Berserker will reduce its movement range to well below Concussion throw range, so is a good way to neutralize a Berserker you're not ready to kill.<br />
<br />
Berserker Leaders have the ''Overpower'' ability, which grants them an overpowering aura. Non-SHIV XCOM units within their line of sight perform a will test against their will after each move or action taken. Failing this will test ends the unit's turn immediately. This means low will multi-action units are much less effective when there is a Berserker leader present. This can countered with psionics, either by reducing their will or causing them to panic. Additionally, the ''Steadfast'' ability (can be gained by equipping an alien trophy) grants immunity to being overpowered.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=17 |base-hp=16 | base-damage=14 | base-aim=60 | base-will=30 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:ALIEN BLOODLUST.png|24px]]&nbsp;[[Abilities List (LWR)#Bloodlust|<span style="color:#333; font-size:0.9em;">Bloodlust</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN INTIMIDATE.png|24px]]&nbsp;[[Abilities List (LWR)#Intimidate|<span style="color:#333; font-size:0.9em;">Intimidate</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Muscle Fiber Density|<span style="color:#333; font-size:0.9em;">Muscle Fiber Density</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+3 | boost-hp=+6 | boost-damage=+5 | boost-aim=0 | boost-will=+8 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=+12 | final-hp=+6 | final-damage=+20 | final-aim=0 | final-will=+32 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Alpha Berserker | rank1-level=1 | rank1-damage=+4 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+30 <br />
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+8 | rank2-hp=+15 | rank2-aim=0 | rank2-will=+60 <br />
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+12 | rank3-hp=+35 | rank3-aim=0 | rank3-will=+90 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[Abilities List (LWR)#Overpower|<span style="color:#333; font-size:0.9em;">Overpower</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|<span style="color:#333; font-size:0.9em;">Shock-Absorbent Armor</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT RESILLIENCE.png|24px]]&nbsp;[[Abilities List (LWR)#Fortified|<span style="color:#333; font-size:0.9em;">Fortified</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Regen Biofield.png|24px]]&nbsp;[[Abilities List (LWR)#Grit|<span style="color:#333; font-size:0.9em;">Grit</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Sectoid Commander===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 5<br />
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:Action Hunker Down.png|24px]]<br />
|skill3-text=Hunker Down<br />
|skill4-img=[[File:PSIONIC GREATERMINDMERGE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|<span style="color: #000;">Greater Mind Merge</span>]]<br />
|skill5-img=[[File:PSIONIC MINDCONTROL.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Mind Control|<span style="color: #000;">Mind Control</span>]]<br />
|skill6-img=[[File:PSIONIC PANIC.png|24px]]<br />
|skill6-text=[[Abilities List (LWR)#Psi Panic|<span style="color: #000;">Psi Panic</span>]]<br />
|skill7-img=[[File:PSIONIC MINDFRAY.png|24px]]<br />
|skill7-text=[[Abilities List (LWR)#Mind Fray|<span style="color: #000;">Mind Fray</span>]]<br />
}}<br />
</div><br />
'''Sectoid Commanders''' represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared player could easily have their entire squad decimated by a Sectoid Commander. <br />
<br />
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting, making them even more effective in their role. They all have the ''Psi Mastery'' ability, and will be able to use multiple psionic abilities each turn.<br />
<br />
Their ''Greater Mind Merge'' is now quite powerful, granting multiple targets both +100 aim and +100 crit in addition to the +25 will and healing. They can also use ''Mind Control'' which will turn one of your soldiers against you.<br />
<br />
They also gain the ''Distortion'' ability which distorts reality around them, making non-psionic attacks deal 65% less damage against them, and granting nearby allies +10 defense. In addition, ''Distortion'' will prevent squadsight shots from being able to target them.<br />
<br />
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=14 | base-damage=7 | base-aim=80 | base-will=80 | base-defense=0 | base-dr=0 | base-perks=<div style="display:inline-block;">[[File:PSIONIC MINDCONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Mastery|<span style="color:#333; font-size:0.9em;">Psi Mastery</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Distortion Field.png|24px]]&nbsp;[[Abilities List (LWR)#Distortion|<span style="color:#333; font-size:0.9em;">Distortion</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER LOWPROFILE.png|24px]]&nbsp;[[Abilities List (LWR)#Low Profile|<span style="color:#333; font-size:0.9em;">Low Profile</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+2 | boost-damage=+2 | boost-aim=+5 | boost-will=+30 | boost-defense=0 | boost-dr=0 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+2 | final-damage=+8 | final-aim=+20 | final-will=+80 | final-defense=0 | final-dr=0 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Sectoid Lieutenant Commander | rank1-level=1 | rank1-damage=+3 | rank1-hp=+4 | rank1-aim=+20 | rank1-will=+20 <br />
|rank2-name=Sectoid Chief Commander | rank2-level=5 | rank2-damage=+5 | rank2-hp=+8 | rank2-aim=+40 | rank2-will=+30 <br />
|rank3-name=Great Reticulan | rank3-level=9 | rank3-damage=+8 | rank3-hp=+12 | rank3-aim=+60 | rank3-will=+50 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT DEEPPOCKETS.png|24px]]&nbsp;[[Abilities List (LWR)#Lock N' Load|<span style="color:#333; font-size:0.9em;">Lock N' Load</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Heavy Floater===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 6<br />
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill5-img=[[File:ABILITY FLIGHT.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Flight|<span style="color: #000;">Flight</span>]]<br />
|skill6-img=[[File:ALIEN LAUNCH.png|24px]]<br />
|skill6-text=[[Abilities List (LWR)#Launch|<span style="color: #000;">Launch</span>]]<br />
|skill7-img=[[File:Action Hunker Down.png|24px]]<br />
|skill7-text=Hunker Down<br />
}}<br />
</div><br />
The '''Heavy Floater''' is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.<br />
<br />
They also have ''Rapid Reaction'' granting them the ability to trigger overwatch against units they can't originally see, and do so 3x per turn.<br />
<br />
They also have ''Critical System Targeting'' and hit quite hard (often with high aim due to elevation), so tanking their shots with mechanical units is quite costly.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=14 |base-hp=16 | base-damage=8 | base-aim=80 | base-will=35 | base-defense=0 | base-dr=1 | base-perks=<div style="display:inline-block;">[[File:HEAVY RAPIDREACTION.png|24px]]&nbsp;[[Abilities List (LWR)#Rapid Reaction|<span style="color:#333; font-size:0.9em;">Rapid Reaction</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+2 | boost-hp=+5 | boost-damage=+2 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=<br />
|final-level=15 | final-mobility=+8 | final-hp=+5 | final-damage=+8 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Heavy Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 <br />
|rank2-name=Aircobra | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 <br />
|rank3-name=Archon | rank3-level=9 | rank3-damage=+6 | rank3-hp=+25 | rank3-aim=+40 | rank3-will=+40 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&nbsp;[[Abilities List (LWR)#Awareness|<span style="color:#333; font-size:0.9em;">Awareness</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:ASSAULT CLOSEPERSONAL.png|24px]]&nbsp;[[Abilities List (LWR)#Close Encounters|<span style="color:#333; font-size:0.9em;">Close Encounters</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SNAPSHOT.png|24px]]&nbsp;[[Abilities List (LWR)#Snapshot|<span style="color:#333; font-size:0.9em;">Snapshot</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ALIEN OVERLOAD.png|24px]]&nbsp;[[Abilities List (LWR)#Tandem Warheads|<span style="color:#333; font-size:0.9em;">Tandem Warheads</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY MAYHEM.png|24px]]&nbsp;[[Abilities List (LWR)#Mayhem|<span style="color:#333;font-size:0.9em;">Mayhem</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY WILLTOSURVIVE.png|24px]]&nbsp;[[Abilities List (LWR)#Will to Survive|<span style="color:#333; font-size:0.9em;">Will to Survive</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Muton Elite===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 6<br />
|picture=[[File:Elite_Muton_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:Action Standard Shot.png|24px]]<br />
|skill1-text=Standard Shot<br />
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Suppression|<span style="color: #000;">Suppression</span>]]<br />
|skill3-img=[[File:Action Overwatch.png|24px]]<br />
|skill3-text=Overwatch<br />
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Alien Grenade|<span style="color: #000;">Alien Grenade</span>]]<br />
|skill5-img=[[File:Action Hunker Down.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Hunker Down|<span style="color: #000;">Hunker Down</span>]]<br />
}}<br />
</div><br />
'''Muton Elites''' are looking similar to Mutons, but with a red armor and a helmet.<br />
<br />
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from ''Blood Call''. They all have the ''Shredder'' ability which means your hardened units should take care to avoid their shots.<br />
<br />
They are even sturdier then their regular and beserker counterparts as they have more defensive perks and more innate DR.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=24 | base-damage=10 | base-aim=80 | base-will=50 | base-defense=0 | base-dr=2 | base-perks=<div style="display:inline-block;">[[File:HEAVY SHREDDER.png|24px]]&nbsp;[[Abilities List (LWR)#Shredder|<span style="color:#333; font-size:0.9em;">Shredder</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY WILLTOSURVIVE.png|24px]]&nbsp;[[Abilities List (LWR)#Will to Survive|<span style="color:#333; font-size:0.9em;">Will to Survive</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT KILLERINSTINCT.png|24px]]&nbsp;[[Abilities List (LWR)#Tenacious Defense|<span style="color:#333;font-size:0.9em;">Tenacious Defense</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT COVERINGFIRE.png|24px]]&nbsp;[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]]</div><br />
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+5 | boost-damage=+3 | boost-aim=+8 | boost-will=+10 | boost-defense=0 | boost-dr=+0.8 | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+5 | final-damage=+12 | final-aim=+32 | final-will=+40 | final-defense=0 | final-dr=+0.8 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Muton Elite Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=0 | rank1-aim=0 | rank1-will=0 <br />
|rank2-name=Muton Elite Sentry | rank2-level=3 | rank2-damage=+4 | rank2-hp=+5 | rank2-aim=+5 | rank2-will=+10 <br />
|rank3-name=Muton Elite Centurion | rank3-level=5 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=+30 <br />
|rank4-name=Muton Elite Praetorian | rank4-level=8 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=+20 | rank4-will=+70 <br />
|rank5-name=Bashar | rank5-level=9 | rank5-damage=+10 | rank5-hp=+55 | rank5-aim=+40 | rank5-will=+80 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT DEEPPOCKETS.png|24px]]&nbsp;[[Abilities List (LWR)#Lock N' Load|<span style="color:#333; font-size:0.9em;">Lock N' Load</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Regen Biofield.png|24px]]&nbsp;[[Abilities List (LWR)#Grit|<span style="color:#333; font-size:0.9em;">Grit</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SUPPORT SENTINEL.png|24px]]&nbsp;[[Abilities List (LWR)#Sentinel|<span style="color:#333; font-size:0.9em;">Sentinel</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT TACTICALSENSE.png|24px]]&nbsp;[[Abilities List (LWR)#Tactical Mobility|<span style="color:#333; font-size:0.9em;">Tactical Mobility</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT BRINGTHEMON.png|24px]]&nbsp;[[Abilities List (LWR)#Bring 'Em On|<span style="color:#333; font-size:0.9em;">Bring 'Em On</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT AGGRESSION.png|24px]]&nbsp;[[Abilities List (LWR)#Aggression|<span style="color:#333; font-size:0.9em;">Aggression</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC VITAL POINT TARGETING.png|24px]]&nbsp;[[Abilities List (LWR)#Vital Point Targeting|<span style="color:#333; font-size:0.9em;">Vital Point Targeting</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER EXECUTIONER.png|24px]]&nbsp;[[Abilities List (LWR)#Executioner|<span style="color:#333; font-size:0.9em;">Executioner</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:HEAVY BULLETSWARM.png|24px]]&nbsp;[[Abilities List (LWR)#Light 'Em Up|<span style="color:#333; font-size:0.9em;">Light 'Em Up</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HOLO.png|24px]]&nbsp;[[Abilities List (LWR)#Holo Rounds|<span style="color:#333; font-size:0.9em;">Holo Rounds</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Ready For Anything|<span style="color:#333; font-size:0.9em;">Ready For Anything</span>]]</div><br />
| rank4-perks=<div style="display:inline-block;">[[File:Neural Damping Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Neural Dampening|<span style="color:#333; font-size:0.9em;">Neural Dampening</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT CLOSECOMBAT.png|24px]]&nbsp;[[Abilities List (LWR)#Close Combat Specialist|<span style="color:#333; font-size:0.9em;">Close Combat Specialist</span>]]</div><br />
| rank5-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br />
<br />
===Sectopod===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 7<br />
|picture=[[File:Sectopod 1 (EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]<br />
|skill1-text=[[Abilities List (LWR)#Cannon Fire|<span style="color: #000;">Cannon Fire</span>]]<br />
|skill2-img=[[File:Action Overwatch.png|24px]]<br />
|skill2-text=Overwatch<br />
|skill3-img=[[File:ALIEN CLUSTERBOMB.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Cluster Bomb|<span style="color: #000;">Cluster Bomb</span>]]<br />
}}<br />
</div><br />
'''Sectopods''' are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on.<br />
<br />
They have extremely high damage and extremely high aim. Tanking their shots should only be done by very resilient units, and they will still likely lose the majority of their health.<br />
<br />
Not only do they output incredible offensive power, their HP and flat DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to do reasonable amounts of damage.<br />
<br />
By the time you encounter these units, you should hopefully be well on your way to finishing your campaign!<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=12 |base-hp=45 | base-damage=20 (Secondary: 9, Cluster Bomb: 30) | base-aim=100 | base-will=0 | base-defense=0 | base-dr=8 | base-perks=<div style="display:inline-block;">[[File:ABILITY REPAIRSHIV.png|24px]]&nbsp;[[Abilities List (LWR)#Robotic|<span style="color:#333; font-size:0.9em;">Robotic</span>]],&nbsp;</div><div style="display:inline-block;">[[File:FLASHBANG GRENADE ICON.png|24px]]&nbsp;[[Abilities List (LWR)#Death Explosion|<span style="color:#333; font-size:0.9em;">Death Explosion</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ABILITY HARDENED.png|24px]]&nbsp;[[Abilities List (LWR)#Hardened|<span style="color:#333; font-size:0.9em;">Hardened</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC ABSORTION FIELDS.png|24px]]&nbsp;[[Abilities List (LWR)#Absorption Fields|<span style="color:#333; font-size:0.9em;">Absorption Fields</span>]],&nbsp;</div><div style="display:inline-block;">[[File:ASSAULT RESILLIENCE.png|24px]]&nbsp;[[Abilities List (LWR)#Fortified|<span style="color:#333; font-size:0.9em;">Fortified</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC DAMAGE CONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Damage Control|<span style="color:#333; font-size:0.9em;">Damage Control</span>]],&nbsp;</div><div style="display:inline-block;">[[File:HEAVY HEAT AMMO.png|24px]]&nbsp;[[Abilities List (LWR)#Penetrator|<span style="color:#333; font-size:0.9em;">Penetrator</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&nbsp;[[Abilities List (LWR)#Critical System Targeting|<span style="color:#333; font-size:0.9em;">Critical System Targeting</span>]]</div><br />
| boost-level=7, 9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+8 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1.5 | boost-perks=<br />
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+32 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1.5 | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Sectopod Destroyer | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=0 <br />
|rank2-name=Sectopod Titan | rank2-level=5 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=0 <br />
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=0 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|<span style="color:#333; font-size:0.9em;">Reactive Targeting Sensors</span>]],&nbsp;</div><div style="display:inline-block;">[[File:SNIPER OPPORTUNIST.png|24px]]&nbsp;[[Abilities List (LWR)#Opportunist|<span style="color:#333; font-size:0.9em;">Opportunist</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:SNIPER SQUADSIGHT.png|24px]]&nbsp;[[Abilities List (LWR)#Squadsight|<span style="color:#333; font-size:0.9em;">Squadsight</span>]],&nbsp;</div><div style="display:inline-block;">[[File:MEC REPAIR SERVOS.png|24px]]&nbsp;[[Abilities List (LWR)#Repair Servos|<span style="color:#333; font-size:0.9em;">Repair Servos</span>]]</div><br />
| rank3-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
<br />
===Ethereal===<br />
<div style="float:right; padding-left:20px;"><br />
{{Unit Stat Box LWR<br />
|appears=Level 8<br />
|picture=[[File:Ethereal_(EU2012).png|128px]]<br />
}}<br />
{{Unit Stat Skills LWR<br />
|skill1-img=[[File:PSIONIC PSILANCE.png|24px]]<br />
|skill1-text=[[Abilities List (LWR)#Psi Lance|<span style="color: #000;">Psi Lance</span>]]<br />
|skill2-img=[[File:PSIONIC MINDCONTROL.png|24px]]<br />
|skill2-text=[[Abilities List (LWR)#Mind Control|<span style="color: #000;">Mind Control</span>]]<br />
|skill3-img=[[File:PSIONIC PANIC.png|24px]]<br />
|skill3-text=[[Abilities List (LWR)#Psi Panic|<span style="color: #000;">Psi Panic</span>]]<br />
|skill4-img=[[File:PSIONIC MINDFRAY.png|24px]]<br />
|skill4-text=[[Abilities List (LWR)#Mind Fray|<span style="color: #000;">Mind Fray</span>]]<br />
|skill5-img=[[File:PSIONIC RIFT.png|24px]]<br />
|skill5-text=[[Abilities List (LWR)#Rift|<span style="color: #000;">Rift</span>]]<br />
}}<br />
</div><br />
<br />
The '''Ethereals''' are the floating psionic leaders of the alien race -- they represent the pinnacle of danger a Commander will encounter. 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. Moreover, with ''Psi Mastery'' they can perform 2 attacks each turn.<br />
<br />
Just like Sectoid Commanders they have the ''Distortion'' ability, granting immunity to squadsight and reducing any damage dealt to them. They also regenerate health, have innate defense, and the ''Overpower'' ability. Overall, this makes them extremely resilient.<br />
<br />
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one.<br />
<br />
{{Alien Stat Table (LWR)<br />
| base-level=1 | base-mobility=16 |base-hp=24 | base-damage=0 | base-aim=100 | base-will=120 | base-defense=50 | base-dr=+3 regen | base-perks=<div style="display:inline-block;">[[File:PSIONIC MINDCONTROL.png|24px]]&nbsp;[[Abilities List (LWR)#Psi Mastery|<span style="color:#333; font-size:0.9em;">Psi Mastery</span>]],&nbsp;</div><div style="display:inline-block;">[[File:Distortion Field.png|24px]]&nbsp;[[Abilities List (LWR)#Distortion|<span style="color:#333; font-size:0.9em;">Distortion</span>]],&nbsp;</div><div style="display:inline-block;">[[Abilities List (LWR)#Overpower|<span style="color:#333; font-size:0.9em;">Overpower</span>]],&nbsp;</div><div style="display:inline-block;">[[Abilities List (LWR)#Deflection Shield|<span style="color:#333; font-size:0.9em;">Deflection Shield</span>]],&nbsp;</div><div style="display:inline-block;">[[File:BATTLEFATIGUE.png|24px]]&nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|<span style="color:#333; font-size:0.9em;">Adaptive Bone Marrow</span>]]</div><br />
| boost-level=7, 9, 11, 13 | boost-mobility=+1 | boost-hp=+5 | boost-damage=+4 | boost-aim=+10 | boost-will=+20 | boost-defense=0 | boost-dr=+3 regen | boost-perks=<br />
|final-level=15 | final-mobility=+4 | final-hp=+5 | final-damage=+16 | final-aim=+40 | final-will=+20 | final-defense=0 | final-dr=+3 regen | final-perks=<br />
}}<br />
<br />
<br />
{{Alien Stat (Leader) Table (LWR)<br />
|rank1-name=Etheral Primus | rank1-level=1 | rank1-damage=+2 | rank1-hp=+8 | rank1-aim=0 | rank1-will=+20 <br />
|rank2-name=Ethereal Overmind | rank2-level=9 | rank2-damage=+6 | rank2-hp=+12 | rank2-aim=0 | rank2-will=+50 <br />
| rank1-perks=<div style="display:inline-block;">[[File:SUPPORT_SPRINTER.png|24px]]&nbsp;[[Abilities List (LWR)#Sprinter|<span style="color:#333; font-size:0.9em;">Sprinter</span>]]</div><br />
| rank2-perks=<div style="display:inline-block;">[[File:Fire In The Hole.png|24px]]&nbsp;[[Abilities List (LWR)#Combined Arms|<span style="color:#333; font-size:0.9em;">Combined Arms</span>]]</div><br />
}}<br />
<br />
<div style="clear:both;"></div><br />
<br/><br/><br />
</div><br />
==Alien Appearances==<br />
<br />
Each pod created in the game has a chance to consist of different alien types. This changes the higher the Alien Level is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has of appearing at each Alien Level.<br />
<br />
In the '''Alien Appearance Weightings''' table, the number in brackets beside each alien type is their relative weighting. As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (9 + 1) / (10 + 3 + 1 + 1 + 9 + 9 + 1 + 1 + 14 + 9 + 1) = 10 / 59 = 0.169. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the '''Alien Appearance Chances''' table.<br />
<br />
===Alien Appearance Weightings===<br />
<br />
{| class="wikitable" style="background-color: #fff; text-align:center;"<br />
|- <br />
|+<br />
|- <br />
! colspan="6" style="padding: 7px;" | Alien Appearance Weightings<br />
|- <br />
! colspan="1" style="padding: 5px;" | Alien Level<br />
! colspan="1" style="padding: 5px;" | Cumulative Weighting<br />
! colspan="4" style="padding: 5px;" | Alien Type (Relative Weighting)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 1''' || 15 || Sectoid (10) || Drone (3) || Thinman (1) || Floater (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 2''' || 35 || Floater (9) || Thinman (9) || Muton (1) || Seeker (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 3''' || 59 || Muton (14) || Seeker (9) || Cyberdisc (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 4''' || 75 || Cyberdisc (14) || Mecthoid (1) || Berserker (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 5''' || 104 || Mechtoid (14) || Berserker (14) || Sectoid Commander (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 6''' || 125 || Sectoid Commander (19) || Heavy Floater (1) || Muton Elite (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 7''' || 146 || Muton Elite (19) || Heavy Floater (19) || Sectopod (1)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 8''' || 166 || Sectopod (19) || Ethereal (1)<br />
|- style="background-color:#f8f9fa"<br />
| style="padding: 4px;" |'''Level 9''' || 175 || Ethereal (9)<br />
|- style="background-color:#efefef;"<br />
| style="padding: 4px;" |'''Level 10''' || 185 ||Ethereal (10)<br />
|}<br />
<br />
===Alien Appearance Chances===<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|- style="text-align:left;"<br />
|+<br />
|- align="center" <br />
! colspan="17" style="padding: 7px;" | Alien Appearance Chances<br />
|- align="center" <br />
! colspan="1" style="padding: 5px;" | Alien Level<br />
! colspan="2" style="padding: 5px;" | Alien Type (Chance to Appear) -- rounded to nearest percentage<br />
|-<br />
| rowspan="3" style="vertical-align:middle; font-weight:bold;" | Level 1<br />
| '''Sectoid'''<br />
| style="width: 50px; padding: 4px;" | 67%<br />
|-<br />
| '''Drone'''<br />
| style="width: 50px; padding: 4px;" | 20%<br />
|-<br />
| '''Thinman''' / '''Floater'''<br />
| style="width: 50px; padding: 4px;" | 7%<br />
|- style="background-color:#efefef;"<br />
| rowspan="3" style="vertical-align:middle; font-weight:bold;" | Level 2<br />
| Sectoid / '''Thinman''' / '''Floater'''<br />
| style="width: 50px; padding: 4px;" | 29%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 9%<br />
|- style="background-color:#efefef;"<br />
| '''Muton''' / '''Seeker'''<br />
| style="width: 50px; padding: 4px;" | 3%<br />
|-<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 3<br />
| '''Muton'''<br />
| style="width: 50px; padding: 4px;" | 24%<br />
|-<br />
| '''Seeker''' / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 17%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 5%<br />
|-<br />
| '''Cyberdisc'''<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 4<br />
| '''Cyberdisc''' / Muton<br />
| style="width: 50px; padding: 4px;" | 20%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thiman / Floater <br />
| style="width: 50px; padding: 4px;" | 20%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 4%<br />
|- style="background-color:#efefef;"<br />
| '''Mechtoid''' / '''Berserker'''<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|-<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 5<br />
| '''Mechtoid''' / '''Berserker''' / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 14%<br />
|-<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 10%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 3%<br />
|-<br />
| '''Sectoid Commander'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|- style="background-color:#efefef;"<br />
| rowspan="5" style="vertical-align:middle; font-weight:bold;" | Level 6<br />
| '''Sectoid Commander'''<br />
| style="width: 50px; padding: 4px;" | 16%<br />
|- style="background-color:#efefef;"<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 14%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 8%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| '''Heavy Floater''' / '''Muton Elite'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|-<br />
| rowspan="5" style="vertical-align:middle; font-weight:bold;" | Level 7<br />
| '''Muton Elite''' / '''Heavy Floater''' / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 14%<br />
|-<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 10%<br />
|-<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 7%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|-<br />
| '''Sectopod'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|- style="background-color:#efefef;"<br />
| rowspan="5" style="vertical-align:middle; font-weight:bold;" | Level 8<br />
| '''Sectopod''' / Muton Elite / Heavy Floater / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 12%<br />
|- style="background-color:#efefef;"<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 9%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 6%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| '''Ethereal'''<br />
| style="width: 50px; padding: 4px;" | 1%<br />
|-<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 9<br />
| Sectopod / Muton Elite / Heavy Floater / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 11%<br />
|-<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 9%<br />
|-<br />
| '''Ethereal''' / Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 6%<br />
|-<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|- style="background-color:#efefef;"<br />
| rowspan="4" style="vertical-align:middle; font-weight:bold;" | Level 10<br />
| '''Ethereal''' / Sectopod / Muton Elite / Heavy Floater / Sectoid Commander<br />
| style="width: 50px; padding: 4px;" | 11%<br />
|- style="background-color:#efefef;"<br />
| Mechtoid / Berserker / Cyberdisc / Muton<br />
| style="width: 50px; padding: 4px;" | 8%<br />
|- style="background-color:#efefef;"<br />
| Seeker / Sectoid / Thinman / Floater<br />
| style="width: 50px; padding: 4px;" | 5%<br />
|- style="background-color:#efefef;"<br />
| Drone<br />
| style="width: 50px; padding: 4px;" | 2%<br />
|}<br />
<br />
==Alien Pods==<br />
<br />
<br />
===Pods===<br />
Pods are typically comprised of one '''Squad Leader''' (often possessed with noticeably more stats and perks) & several regular troopers whose type is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Level_(Long_War)|Alien Level]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in 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_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#ThinMan|Thinmen]] or [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(Long_War)|Alien Level]] 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 influenced by [[Alien_Resources_(LWR)|Alien Resources]].<br />
<br />
While members of a given pod do not coordinate among 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 />
<br />
Pods have a number of aliens that are directly dependent upon current [[Alien_Level_(Long_War)|Alien Level]]:<br />
<br />
* Small (Alien Level 1+): 2-4 aliens per pod<br />
* Medium (Alien Level 3+): 3-6 aliens per pod<br />
* Large (Alien Level 6+): 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 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.<br />
<br />
===Pod Types===<br />
<br />
Pods come in three basic types: Soldier Pods, Terror Pods, and 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_(LWR)|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_(LWR)#Terror_Site|Terror Sites]] & [[Covert_Operations_(LWR)|Covert Operations]].<br />
<br />
* '''Terror''' Pods: Terror pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains 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. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Larger UFOs can contain multiple Command Pods. 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 a risky affair.<br />
<br />
* '''EXALT''' Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(LWR)|Covert Operations]]. All covert operations include drop ins of lone EXALT operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).</div>Pathologichttps://www.ufopaedia.org/index.php?title=Missions_(LWR)&diff=95364Missions (LWR)2020-08-06T23:51:06Z<p>Pathologic: </p>
<hr />
<div>[[Long_War_Rebalance|Back to Main Page]]<br />
<br />
== In General ==<br />
<br />
When a mission appears in the Mission Control room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions.<br />
<br />
== Squad Sizes ==<br />
<br />
[[File: Soldiers_M-F.png|left|256px|]]<br />
<br />
'''Squad sizes''' in Long War Rebalance vary depending on the mission type. They can not be increased through Officer Training School upgrades.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+<br />
|-<br />
! style="padding: 5px;" | Mission Type<br />
! style="padding: 5px;" | Squad Size<br />
|-<br />
| style="padding: 0 15px;" | UFO raids, DLC Missions, and Base Assaults<br />
|| 8<br />
|- <br />
| style="padding: 0 15px;" | Abduction, Council, Terror, and Covert Op Data Recovery missions<br />
|| 6*<br />
|- <br />
| style="padding: 0 15px;" | Covert Op Extractions<br />
|| 2*<br />
|- <br />
| style="padding: 0 15px;" | Temple Assault<br />
|| 7-10⁺<br />
|}<br />
<br/><br />
<nowiki>*</nowiki> ''The '''We are Legion (#25)''' Second Wave option allows bringing 2 additional soldiers on all Covert Op missions.''<br />
<br />
⁺ ''1 additional soldier can be brought for every 5 council nations still supporting XCOM.''<br />
<br/><br />
<br />
==Alien Abductions==<br />
Alien Abductions are generated by an Abductor and are an [[Alien_Missions_(LWR)#Abduction|Alien Mission]] that occurs a few times a month (depending on Campaign Length) but decreases in frequency by 10% (multiplicatively) each month that passes.<br />
<br />
Each time the aliens successfully land an abductor on an abduction mission XCOM will be notified, regardless of where in the world they land. The aliens will attempt 2-3 abductions at a single time so abductions can be quite taxing on XCOM's roster and they may need to bring in fatigued soldiers to complete all missions.<br />
<br />
The number of aliens at the abduction site depends on the type of abduction:<br />
<br />
{| class="wikitable" cellpadding="15" style="text-align:center;" <br />
|+<br />
|-<br />
! style="padding: 5px 10px;" | Number of Aliens<br />
! Condition<br />
|- <br />
|| 8-10<br />
|| Light Abduction<br />
|- <br />
|| 10-12<br />
|| Moderate Abduction<br />
|- <br />
|| 12-14<br />
|| Heavy Abduction<br />
|- <br />
|| 14-16<br />
|| Swarming Abduction<br />
|- <br />
|| +1<br />
|| Every 4 months<br />
|- <br />
|| +1/2/3 <br />
|| Alien Resources exceed 40/60/80%<br />
|}<br />
<br />
An abduction which is not stopped by XCOM causes panic in the target country and continent, and provides the aliens with additional research. The panic increase is higher in countries with less panic.<br />
<br />
{| class="wikitable" cellpadding="15" style="text-align:center;" <br />
|+<br />
|-<br />
! style="padding: 5px 10px;" | Panic in Abduction Country<br />
! Country and Continent Panic Amount<br />
|- <br />
|| 0-20<br />
|| +9<br />
|- <br />
|| 21-40<br />
|| +6<br />
|- <br />
|| 41-100<br />
|| +3<br />
|- <br />
|| Campaign Length<br />
|| x2 / x1 / x0.5 / x0.334<br />
|}<br />
<br />
'''Reward for Succeeding:''' credits/scientists/engineers/soldiers (see below), -1 panic in country, and -1 panic in continent (modified by Campaign Length)<br />
<br />
'''Penalty for Failure:''' +5 [[Alien_Level_(LWR)|alien research]], +3 country panic, and +3 continent panic (modified by current country panic) (modified by Campaign Length)<br />
<br />
'''Expiration Time:''' 12 hours<br />
<br />
===Rewards===<br />
<br />
Completing an abduction mission has a 25% chance to grant a reward of credits, scientists, engineers, or a soldier, each with the following amounts:<br />
<br />
{| class="wikitable" cellpadding="15" style="text-align:center;" <br />
|+<br />
|-<br />
! style="padding: 5px 10px;" | Reward<br />
! Amount<br />
|- <br />
|| Credits<br />
|| (40 + Rand(20)) * (1 + month/10) * Abduction Density (1.0/1.2/1.5/1.9) * Campaign Length (2.0/1.0/0.5/0.334)<br />
|- <br />
|| Scientists<br />
|| '''All''': 2x (40% chance for +1)<br>'''Moderate or Denser''': 40% chance for +1<br>'''Heavy or Denser''': 40% chance for +1<br>'''Swarming''': 40% chance for +1<br>Chances multiplied by Campaign Length (2.0/1.0/0.5/0.334)<br>Final Result increased by 10% per month<br>Minimum of 1<br />
|- <br />
|| Engineers<br />
|| '''All''': 2x (40% chance for +1)<br>'''Moderate or Denser''': 40% chance for +1<br>'''Heavy or Denser''': 40% chance for +1<br>'''Swarming''': 40% chance for +1<br>Chances multiplied by Campaign Length (2.0/1.0/0.5/0.334)<br>Final Result increased by 10% per month<br>Minimum of 1<br />
|- <br />
|| Soldier<br />
|| Soldier Rank = Rand[2 * Abduction Density (1/2/3/4)]<br>Clamped between Private First Class (0) and the current highest rank on the roster (0-7)<br />
|}<br />
<br />
==UFO Sites==<br />
: ''See also: [[Crashed UFO (EU2012)]]''<br />
: ''Expiration timer: 36 hours.''<br />
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO; however, a crashed UFO is now even more likely to have destroyed artifacts.<br />
<br />
: ''See also: [[Landed UFO (EU2012)]]''<br />
: ''Expiration timer: 16 hours.''<br />
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO's altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to ''let'' NOE-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact flight computers and power sources. On the other hand, it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed.<br />
<br />
Note that in either Crashes or Landings, the Command pod of aliens will now rarely, if ever, be on the bridge (and for the Scout, it might be 'slightly outside'). This is so you won't know exactly where this pod is, and thus won't be able to prepare a blitzkrieg to take it out.<br />
<br />
==Terror Sites==<br />
: ''See also: [[Alien Terror (EU2012)]]''<br />
: ''Expiration timer: 8 hours.''<br />
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Terror missions will generate 15 panic in the target country, and 4 panic across the same continent. Every civilian saved will decrease the panic generated by the mission by 1 in the target country and 0.3 across the continent. Terror missions are generated by UFOs, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site.<br />
<br />
==Base Defense Missions==<br />
===XCOM Base Defense===<br />
:''See also: [[XCOM Base Defense (EU2012)]]''<br />
This mission type makes a return. When the aliens have high resources AND consider you a high threat they will come for your base. Your base is assaulted by a UFO - typically a NOE altitude [[UFOs (LWR)#Assault Carrier|Assault Carrier]], but it may have ''backup'' from other craft - which you can see coming and can shoot down, but it's extremely difficult: when the UFO alert/interception prompt appears, it will say "Warning! Warning! UFO vectoring to XCOM HQ!" on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.<br />
<br />
Like vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 8 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You'll also get the regular complement of Blueshirts, but armed with a random pair of items, which may be HE grenades, AP grenades, concussions, medikits, etc. Unlike vanilla, the reinforcements you get do not vary with Blueshirt casualties, only XCOM soldiers. Of the Blueshirts, there are [[Foundry_(LWR)#Base Security Upgrades|Foundry]] projects that make them slightly better: one that allows them to equip spare weapons and armor.<br />
<br />
The format of the mission is similar to the vanilla version: the aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be very difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. Don't forget to count the enemies and your kills, so you don't move ahead to defend the access tunnels, just to get hit from behind by something.<br />
<br />
Failing this mission does not mean the end of XCOM, however it is extremely damaging. The aliens will ransack your base, killing engineers and scientists and destroying cash before regular military arrive and bail you out. This mission can only happen once during a specific month, and can only occur after September.<br />
<br />
If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defense. If you succeed base defense on your first try, another Base Defense mission is highly unlikely to occur.<br />
<br />
===XCOM Air Base Defense===<br />
In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only [[XCOM_HQ_Multiplayer_(EU2012)|Interceptor bay]]. This mission must be completed to avoid severe damage or destruction of your interceptors.<br />
<br />
If the [[Base Facilities (LWR)|Hyperwave Relay]] is built, the mission notice on the approaching UFO will say "Retaliation". Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.<br />
<br />
Unlike the XCOM Base Defense, the Air Base Defense mission will not only happen frequently (especially after the player has started fielding plasma weapons) but it is also MUCH less difficult than the standard Base Defense. On normal difficulty, often only 17 aliens spawn, and of those about half are Chryssalids. The other half is most commonly formed of Outsiders, Mechtoids and their complements of Sectoids and one or two Sectoid Commanders. Thin Men also spawn often in the earlier Air Defense missions. <br />
<br />
A good strategy is to bring a Sniper, Jaeger or Scout equipped with ''In The Zone'', a Rocketeer doubled up on ''Shredder Rockets'', and a MEC with a Flamethrower. You should expect contact on your first turn of movement; sometimes an enemy will be in vision at spawn. Moving left is likely to trigger a pod of Chryssalids, which is actually what you want in this situation. As Chryssalids are fast-moving, group-oriented and dumb, they are likely to bunch up, forming an excellent target for your shredder Rocketeer. Your MEC can then use his Flamethrower on the group, killing most of the Chryssalids and panicking those who aren't killed. Your ''In The Zone'' Sniper can then dispatch the cowering, wounded scraps.<br />
<br />
==Council Missions==<br />
: ''Expiration timer: 8 hours.''<br />
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.<br />
<br />
===Site Recon===<br />
: ''See also: [[Site Recon (EU2012)]]''<br />
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence. <br />
<br />
===Target Extraction===<br />
: ''See also: [[Extraction (EU2012)]]''<br />
Rescuing Peter Van Doorn will now add him to your roster. Just remember that it's not fair if he has all the fun.<br />
<br />
===Target Escort===<br />
: ''See also: [[Escort (EU2012)]]''<br />
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.<br />
<br />
Escorting Sgt. Carlock will now add him to your roster.<br />
<br />
===Asset Recovery===<br />
: ''See also: [[Asset Recovery (EU2012)]]''<br />
Eliminate all hostiles and secure the asset.<br />
<br />
===Bomb Disposal===<br />
: ''See also: [[Bomb Disposal (EU2012)]]''<br />
With the help of power nodes to gain time, find the Bomb and deactivate it.<br />
<br />
===Slingshot & Progeny===<br />
: ''See also: [[Slingshot DLC (EU2012)]] and [[Progeny (EU2012)]]''<br />
All missions have additional free-roaming aliens and random airdrop spawns.<br />
<br />
==EXALT Missions==<br />
===Covert Data Recovery===<br />
: ''See also: [[Covert Data Recovery (EU2012)]]''<br />
: ''Expiration timer: 48 hours.''<br />
These missions are similar to their vanilla equivalent. You field a squad of six and defend an encoder and transmitter. Comm arrays are available for your covert operative to hack. This mission will give a cash reward, and a bonus if the encoder is protected as well.<br />
<br />
===Covert Extraction===<br />
: ''See also: [[Covert Extraction (EU2012)]]''<br />
: ''Expiration timer: 48 hours.''<br />
In this mission type you are limited to only 2 soldiers and your Covert Operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your Covert Operative to the arrays, hack them and get out fast. Cash reward on completion.<br />
<br />
===EXALT Base Assault===<br />
: ''See also: [[EXALT Base Assault (EU2012)]]''<br />
This mission is considerably tougher than it is in vanilla. The EXALT base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.<br />
<br />
Long War makes a tweak to the Hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to avoid the final "discover" step on the EXALT base until you're ready to assault it to avoid this behavior triggering constantly even though you don't want it.<br />
<br />
Raiding the EXALT base will grant substantial credit and meld rewards and several unique items. It will also decrease panic worldwide by 5.<br />
<br />
==Storyline Missions==<br />
: ''See also: [[Storyline Missions (EU2012)]]<br />
===Alien Base Assault===<br />
Like in vanilla, story progression is nearly the same. But in the Long War, you will immediately lose 1 country on the first month, as the base is auto-generated at this time. Progress as normal to be able to develop the Skeleton Key, and then place a satellite over that country (or any others you lose along the way: they will also spawn bases) to locate it. With that in mind, you may want to either take your first Assault as soon as possible, as to face weaker aliens. That way, even if you do lose more countries, but don't want to risk soldiers attacking another Base, at least you can still progress with the storyline. <br />
<br />
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon, so this isn't necessarily the best place to capture one like it is in vanilla.<br />
<br />
Long War makes a tweak to the Hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to delay putting a satellite over an alien country until you're ready to assault it to avoid this behavior triggering constantly even though you don't want it.<br />
<br />
Raiding the alien base reduce panic in the country by 20, revert it to the Council, and drop panic around the continent by 5.<br />
<br />
===Overseer Crash Site===<br />
Also like vanilla, mostly the same, but also with the same difference: you may encounter multiple Overseer UFOs throughout a campaign. Possibly the only UFO where the CO pod is in the usual spot.<br />
<br />
===Temple Ship Assault===<br />
It's been a lengthy journey, but the end of the Long War is in sight!<br />
<br />
The Temple Ship is near-identical to in vanilla: same enemy composition and positions as Enemy Within/Unknown, albeit with VASTLY increased health, stats, and gene mods (and size, for that extra player intimidation factor). You'll be able to bring up to 12 soldiers. Go in heavy, hit hard, and let nothing stand in your way. If you've survived EXALT and an Alien Base or two, you should be fine. Try to bring soldiers that specialize at bringing down singular powerful units and take them down one by one; you aren't going to be doing much (if any) ITZ sweeping.<br />
<br />
At the end of the brutal road, in the Ethereal Cathedral awaits the '''Uber Ethereal''', Lord of the Alien Collective. Has a lot of HP, and 200 or more will. Note that unlike vanilla, rushing the Uber Ethereal, as he will have 100% DR until all the Muton Elites and Ethereals around him have been killed.<br />
<br />
Good luck, Commander.<br />
<br />
[[Category: Long War Rebalance]]<br />
[[Category: Missions (LWR)]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Missions_(LWR)&diff=95363Missions (LWR)2020-08-06T23:47:13Z<p>Pathologic: Re-formatted new Abductions section</p>
<hr />
<div>[[Long_War_Rebalance|Back to Main Page]]<br />
<br />
== In General ==<br />
<br />
When a mission appears in the Mission Control room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions.<br />
<br />
== Squad Sizes ==<br />
<br />
[[File: Soldiers_M-F.png|left|256px|]]<br />
<br />
'''Squad sizes''' in Long War Rebalance vary depending on the mission type. They can not be increased through Officer Training School upgrades.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+<br />
|-<br />
! style="padding: 5px;" | Mission Type<br />
! style="padding: 5px;" | Squad Size<br />
|-<br />
| style="padding: 0 15px;" | UFO raids, DLC Missions, and Base Assaults<br />
|| 8<br />
|- <br />
| style="padding: 0 15px;" | Abduction, Council, Terror, and Covert Op Data Recovery missions<br />
|| 6*<br />
|- <br />
| style="padding: 0 15px;" | Covert Op Extractions<br />
|| 2*<br />
|- <br />
| style="padding: 0 15px;" | Temple Assault<br />
|| 7-10⁺<br />
|}<br />
<br/><br />
<nowiki>*</nowiki> ''The '''We are Legion (#25)''' Second Wave option allows bringing 2 additional soldiers on all Covert Op missions.''<br />
<br />
⁺ ''1 additional soldier can be brought for every 5 council nations still supporting XCOM.''<br />
<br/><br />
<br />
==Alien Abductions==<br />
Alien Abductions are generated by an Abductor and are an [[Alien_Missions_(LWR)#Abduction|Alien Mission]] that occurs a few times a month (depending on Campaign Length) but decreases in frequency by 10% (multiplicatively) each month that passes.<br />
<br />
Each time the aliens successfully land an abductor on an abduction mission XCOM will be notified, regardless of where in the world they land. The aliens will attempt 2-3 abductions at a single time so abductions can be quite taxing on XCOM's roster and they may need to bring in fatigued soldiers to complete all missions.<br />
<br />
The number of aliens at the abduction site depends on the type of abduction:<br />
<br />
{| class="wikitable" cellpadding="15" style="text-align:center;" <br />
|+<br />
|-<br />
! style="padding: 5px 10px;" | Number of Aliens<br />
! Condition<br />
|- <br />
|| 8-10<br />
|| Light Abduction<br />
|- <br />
|| 10-12<br />
|| Moderate Abduction<br />
|- <br />
|| 12-14<br />
|| Heavy Abduction<br />
|- <br />
|| 14-16<br />
|| Swarming Abduction<br />
|- <br />
|| +1<br />
|| Every 4 months<br />
|- <br />
|| +1/2/3 <br />
|| Alien Resources exceed 40/60/80%<br />
|}<br />
<br />
An abduction causes more panic in countries which have very little panic:<br />
<br />
{| class="wikitable" cellpadding="15" style="text-align:center;" <br />
|+<br />
|-<br />
! style="padding: 5px 10px;" | Panic in Abduction Country<br />
! Country and Continent Panic Amount<br />
|- <br />
|| 0-20<br />
|| +9<br />
|- <br />
|| 21-40<br />
|| +6<br />
|- <br />
|| 41-100<br />
|| +3<br />
|- <br />
|| Campaign Length<br />
|| x2 / x1 / x0.5 / x0.334<br />
|}<br />
<br />
'''Reward for Succeeding:''' credits/scientists/engineers/soldiers (see below), -1 panic in country, and -1 panic in continent (modified by Campaign Length)<br />
<br />
'''Penalty for Failure:''' +5 [[Alien_Level_(LWR)|alien research]], +3 country panic, and +3 continent panic (modified by current country panic) (modified by Campaign Length)<br />
<br />
'''Expiration Time:''' 12 hours<br />
<br />
===Rewards===<br />
<br />
Completing an abduction mission has a 25% chance to grant a reward of credits, scientists, engineers, or a soldier, each with the following amounts:<br />
<br />
{| class="wikitable" cellpadding="15" style="text-align:center;" <br />
|+<br />
|-<br />
! style="padding: 5px 10px;" | Reward<br />
! Amount<br />
|- <br />
|| Credits<br />
|| (40 + Rand(20)) * (1 + month/10) * Abduction Density (1.0/1.2/1.5/1.9) * Campaign Length (2.0/1.0/0.5/0.334)<br />
|- <br />
|| Scientists<br />
|| '''All''': 2x (40% chance for +1)<br>'''Moderate or Denser''': 40% chance for +1<br>'''Heavy or Denser''': 40% chance for +1<br>'''Swarming''': 40% chance for +1<br>Chances multiplied by Campaign Length (2.0/1.0/0.5/0.334)<br>Final Result increased by 10% per month<br>Minimum of 1<br />
|- <br />
|| Engineers<br />
|| '''All''': 2x (40% chance for +1)<br>'''Moderate or Denser''': 40% chance for +1<br>'''Heavy or Denser''': 40% chance for +1<br>'''Swarming''': 40% chance for +1<br>Chances multiplied by Campaign Length (2.0/1.0/0.5/0.334)<br>Final Result increased by 10% per month<br>Minimum of 1<br />
|- <br />
|| Soldier<br />
|| Soldier Rank = Rand[2 * Abduction Density (1/2/3/4)]<br>Clamped between Private First Class (0) and the current highest rank on the roster (0-7)<br />
|}<br />
<br />
==UFO Sites==<br />
: ''See also: [[Crashed UFO (EU2012)]]''<br />
: ''Expiration timer: 36 hours.''<br />
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO; however, a crashed UFO is now even more likely to have destroyed artifacts.<br />
<br />
: ''See also: [[Landed UFO (EU2012)]]''<br />
: ''Expiration timer: 16 hours.''<br />
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO's altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to ''let'' NOE-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact flight computers and power sources. On the other hand, it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed.<br />
<br />
Note that in either Crashes or Landings, the Command pod of aliens will now rarely, if ever, be on the bridge (and for the Scout, it might be 'slightly outside'). This is so you won't know exactly where this pod is, and thus won't be able to prepare a blitzkrieg to take it out.<br />
<br />
==Terror Sites==<br />
: ''See also: [[Alien Terror (EU2012)]]''<br />
: ''Expiration timer: 8 hours.''<br />
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Terror missions will generate 15 panic in the target country, and 4 panic across the same continent. Every civilian saved will decrease the panic generated by the mission by 1 in the target country and 0.3 across the continent. Terror missions are generated by UFOs, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site.<br />
<br />
==Base Defense Missions==<br />
===XCOM Base Defense===<br />
:''See also: [[XCOM Base Defense (EU2012)]]''<br />
This mission type makes a return. When the aliens have high resources AND consider you a high threat they will come for your base. Your base is assaulted by a UFO - typically a NOE altitude [[UFOs (LWR)#Assault Carrier|Assault Carrier]], but it may have ''backup'' from other craft - which you can see coming and can shoot down, but it's extremely difficult: when the UFO alert/interception prompt appears, it will say "Warning! Warning! UFO vectoring to XCOM HQ!" on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.<br />
<br />
Like vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 8 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You'll also get the regular complement of Blueshirts, but armed with a random pair of items, which may be HE grenades, AP grenades, concussions, medikits, etc. Unlike vanilla, the reinforcements you get do not vary with Blueshirt casualties, only XCOM soldiers. Of the Blueshirts, there are [[Foundry_(LWR)#Base Security Upgrades|Foundry]] projects that make them slightly better: one that allows them to equip spare weapons and armor.<br />
<br />
The format of the mission is similar to the vanilla version: the aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be very difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. Don't forget to count the enemies and your kills, so you don't move ahead to defend the access tunnels, just to get hit from behind by something.<br />
<br />
Failing this mission does not mean the end of XCOM, however it is extremely damaging. The aliens will ransack your base, killing engineers and scientists and destroying cash before regular military arrive and bail you out. This mission can only happen once during a specific month, and can only occur after September.<br />
<br />
If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defense. If you succeed base defense on your first try, another Base Defense mission is highly unlikely to occur.<br />
<br />
===XCOM Air Base Defense===<br />
In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only [[XCOM_HQ_Multiplayer_(EU2012)|Interceptor bay]]. This mission must be completed to avoid severe damage or destruction of your interceptors.<br />
<br />
If the [[Base Facilities (LWR)|Hyperwave Relay]] is built, the mission notice on the approaching UFO will say "Retaliation". Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.<br />
<br />
Unlike the XCOM Base Defense, the Air Base Defense mission will not only happen frequently (especially after the player has started fielding plasma weapons) but it is also MUCH less difficult than the standard Base Defense. On normal difficulty, often only 17 aliens spawn, and of those about half are Chryssalids. The other half is most commonly formed of Outsiders, Mechtoids and their complements of Sectoids and one or two Sectoid Commanders. Thin Men also spawn often in the earlier Air Defense missions. <br />
<br />
A good strategy is to bring a Sniper, Jaeger or Scout equipped with ''In The Zone'', a Rocketeer doubled up on ''Shredder Rockets'', and a MEC with a Flamethrower. You should expect contact on your first turn of movement; sometimes an enemy will be in vision at spawn. Moving left is likely to trigger a pod of Chryssalids, which is actually what you want in this situation. As Chryssalids are fast-moving, group-oriented and dumb, they are likely to bunch up, forming an excellent target for your shredder Rocketeer. Your MEC can then use his Flamethrower on the group, killing most of the Chryssalids and panicking those who aren't killed. Your ''In The Zone'' Sniper can then dispatch the cowering, wounded scraps.<br />
<br />
==Council Missions==<br />
: ''Expiration timer: 8 hours.''<br />
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.<br />
<br />
===Site Recon===<br />
: ''See also: [[Site Recon (EU2012)]]''<br />
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence. <br />
<br />
===Target Extraction===<br />
: ''See also: [[Extraction (EU2012)]]''<br />
Rescuing Peter Van Doorn will now add him to your roster. Just remember that it's not fair if he has all the fun.<br />
<br />
===Target Escort===<br />
: ''See also: [[Escort (EU2012)]]''<br />
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.<br />
<br />
Escorting Sgt. Carlock will now add him to your roster.<br />
<br />
===Asset Recovery===<br />
: ''See also: [[Asset Recovery (EU2012)]]''<br />
Eliminate all hostiles and secure the asset.<br />
<br />
===Bomb Disposal===<br />
: ''See also: [[Bomb Disposal (EU2012)]]''<br />
With the help of power nodes to gain time, find the Bomb and deactivate it.<br />
<br />
===Slingshot & Progeny===<br />
: ''See also: [[Slingshot DLC (EU2012)]] and [[Progeny (EU2012)]]''<br />
All missions have additional free-roaming aliens and random airdrop spawns.<br />
<br />
==EXALT Missions==<br />
===Covert Data Recovery===<br />
: ''See also: [[Covert Data Recovery (EU2012)]]''<br />
: ''Expiration timer: 48 hours.''<br />
These missions are similar to their vanilla equivalent. You field a squad of six and defend an encoder and transmitter. Comm arrays are available for your covert operative to hack. This mission will give a cash reward, and a bonus if the encoder is protected as well.<br />
<br />
===Covert Extraction===<br />
: ''See also: [[Covert Extraction (EU2012)]]''<br />
: ''Expiration timer: 48 hours.''<br />
In this mission type you are limited to only 2 soldiers and your Covert Operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your Covert Operative to the arrays, hack them and get out fast. Cash reward on completion.<br />
<br />
===EXALT Base Assault===<br />
: ''See also: [[EXALT Base Assault (EU2012)]]''<br />
This mission is considerably tougher than it is in vanilla. The EXALT base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.<br />
<br />
Long War makes a tweak to the Hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to avoid the final "discover" step on the EXALT base until you're ready to assault it to avoid this behavior triggering constantly even though you don't want it.<br />
<br />
Raiding the EXALT base will grant substantial credit and meld rewards and several unique items. It will also decrease panic worldwide by 5.<br />
<br />
==Storyline Missions==<br />
: ''See also: [[Storyline Missions (EU2012)]]<br />
===Alien Base Assault===<br />
Like in vanilla, story progression is nearly the same. But in the Long War, you will immediately lose 1 country on the first month, as the base is auto-generated at this time. Progress as normal to be able to develop the Skeleton Key, and then place a satellite over that country (or any others you lose along the way: they will also spawn bases) to locate it. With that in mind, you may want to either take your first Assault as soon as possible, as to face weaker aliens. That way, even if you do lose more countries, but don't want to risk soldiers attacking another Base, at least you can still progress with the storyline. <br />
<br />
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon, so this isn't necessarily the best place to capture one like it is in vanilla.<br />
<br />
Long War makes a tweak to the Hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to delay putting a satellite over an alien country until you're ready to assault it to avoid this behavior triggering constantly even though you don't want it.<br />
<br />
Raiding the alien base reduce panic in the country by 20, revert it to the Council, and drop panic around the continent by 5.<br />
<br />
===Overseer Crash Site===<br />
Also like vanilla, mostly the same, but also with the same difference: you may encounter multiple Overseer UFOs throughout a campaign. Possibly the only UFO where the CO pod is in the usual spot.<br />
<br />
===Temple Ship Assault===<br />
It's been a lengthy journey, but the end of the Long War is in sight!<br />
<br />
The Temple Ship is near-identical to in vanilla: same enemy composition and positions as Enemy Within/Unknown, albeit with VASTLY increased health, stats, and gene mods (and size, for that extra player intimidation factor). You'll be able to bring up to 12 soldiers. Go in heavy, hit hard, and let nothing stand in your way. If you've survived EXALT and an Alien Base or two, you should be fine. Try to bring soldiers that specialize at bringing down singular powerful units and take them down one by one; you aren't going to be doing much (if any) ITZ sweeping.<br />
<br />
At the end of the brutal road, in the Ethereal Cathedral awaits the '''Uber Ethereal''', Lord of the Alien Collective. Has a lot of HP, and 200 or more will. Note that unlike vanilla, rushing the Uber Ethereal, as he will have 100% DR until all the Muton Elites and Ethereals around him have been killed.<br />
<br />
Good luck, Commander.<br />
<br />
[[Category: Long War Rebalance]]<br />
[[Category: Missions (LWR)]]</div>Pathologichttps://www.ufopaedia.org/index.php?title=Second_Wave_(LWR)&diff=95254Second Wave (LWR)2020-08-06T01:38:18Z<p>Pathologic: </p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
{|class="wikitable" <br />
! style="padding:5px;" | #!!Name!!Text!!Notes<br />
|- <br />
| style="text-align: center; width: 4%; min-width: 30px;" | 0 <br />
| style="text-align: center; padding: 10px 15px; width: 10%" | Damage Roulette<br />
| style="padding: 10px 15px; width: 43%" | Weapons have much wider range of damage.<br />
| style="padding: 10px 15px; width: 43%" | Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 1<br />
| style="text-align: center; padding: 10px 15px;" | New Economy<br />
| style="padding: 10px 15px;" | The funding offered by individual council members is randomized.<br />
| style="padding: 10px 15px;" | [[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].<br />
|-<br />
| style="text-align: center;" | 2<br />
| style="text-align: center; padding: 10px 15px;" | Strict Screening<br />
| style="padding: 10px 15px;" | All soldier starting stats (including unique soldiers) are fixed at the averages of soldiers' typical ranges with +5 will.<br />
| style="padding: 10px 15px;" | Overrides Balanced Soldiers (#31). By default soldiers will have randomized starting stats. Selecting this option will revert to fixed starting stats for all soldiers.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 3<br />
| style="text-align: center; padding: 10px 15px;" | Predictable Potential<br />
| style="padding: 10px 15px;" | Promotion stat gains are non-random.<br />
| style="padding: 10px 15px;" | Replaces Hidden Potential, as that feature is now enabled by default.<br />
|-<br />
| style="text-align: center;" | 4<br />
| style="text-align: center; padding: 10px 15px;" | Training Roulette<br />
| style="padding: 10px 15px;" | Each soldier's training tree will be partially randomly generated.<br />
| style="padding: 10px 15px;" | Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 5<br />
| style="text-align: center; padding: 10px 15px;" | Save Scum<br />
| style="padding: 10px 15px;" | Loading a saved game will reset the random number seed.<br />
| style="padding: 10px 15px;" | Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].<br />
|-<br />
| style="text-align: center;" | 6<br />
| style="text-align: center; padding: 10px 15px;" | Green Fog<br />
| style="padding: 10px 15px;" | Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns<br />
| style="padding: 10px 15px;" | Replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34).<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 7 <br />
| style="text-align: center; padding: 10px 15px;" | Absolutely Critical<br />
| style="padding: 10px 15px;" | Flanking shots receive +100 bonus (instead of +50) to critical hit chances.<br />
| style="padding: 10px 15px;" | Unchanged from Vanilla EW.<br />
|-<br />
| style="text-align: center;" | 8<br />
| style="text-align: center; padding: 10px 15px;" | Not So Long War<br />
| style="padding: 10px 15px;" | Overall campaign length halved.<br />
| style="padding: 10px 15px;" | Replaces Liberators. When combined with Very Long War (#9), the campaign length is tripled instead. <br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 9<br />
| style="text-align: center; padding: 10px 15px;" | Very Long War<br />
| style="padding: 10px 15px;" | Overall campaign length doubled.<br />
| style="padding: 10px 15px;" | Replaces Dynamic War. (LW 1.0 issues with DW have been fixed and all LWR games are DW games)<br />
|-<br />
| style="text-align: center;" | 10 <br />
| style="text-align: center; padding: 10px 15px;" | Results Driven<br />
| style="padding: 10px 15px;" | A country will offer less funding as its panic increases.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 11<br />
| style="text-align: center; padding: 10px 15px;" | Elite XCOM<br />
| style="padding: 10px 15px;" | All XCOM units gain +25% hit chance in all cases<br />
| style="padding: 10px 15px;" | Same as Cinematic Mode in Long War, but now provides +25 aim by default.<br />
|-<br />
| style="text-align: center;" | 12<br />
| style="text-align: center; padding: 10px 15px;" | Air Domination<br />
| style="padding: 10px 15px;" | XCOM aircraft gain +100% fire rate.<br />
| style="padding: 10px 15px;" | Replaces Diminishing Returns. This option allows greater control over air game difficulty.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 13<br />
| style="text-align: center; padding: 10px 15px;" | Wear and Tear<br />
| style="padding: 10px 15px;" | Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.||<br />
|-<br />
| style="text-align: center;" | 14<br />
| style="text-align: center; padding: 10px 15px;" | Itchy Trigger Tentacle<br />
| style="padding: 10px 15px;" | Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch on all missions (instead of just base assaults).<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 15<br />
| style="text-align: center; padding: 10px 15px;" | War Weariness<br />
| style="padding: 10px 15px;" | Overall funding levels drop over time.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|-<br />
| style="text-align: center;" | 16<br />
| style="text-align: center; padding: 10px 15px;" | Bronzeman Mode<br />
| style="padding: 10px 15px;" | Allows restart of missions via Pause menu in Ironman mode.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 17<br />
| style="text-align: center; padding: 10px 15px;" | Total Loss<br />
| style="padding: 10px 15px;" | Sometimes lose gear from soldiers who are killed or left behind (Normally, gear can only be lost on failed missions).<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|-<br />
| style="text-align: center;" | 18<br />
| style="text-align: center; padding: 10px 15px;" | Commander's Choice<br />
| style="padding: 10px 15px;" | You may select the class of each soldier upon promotion to specialist.<br />
| style="padding: 10px 15px;" | Use the cycle-soldier icons at the bottom of the class selection screen in the barracks view to rotate through the classes. For Controllers press L1/R1 or LB/RB or whatever you use to cycle soldiers.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 19<br />
| style="text-align: center; padding: 10px 15px;" | Aiming Angles<br />
| style="padding: 10px 15px;" | Units receive an aim bonus the closer they are to flanking an enemy.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|-<br />
| style="text-align: center;" | 20 <br />
| style="text-align: center; padding: 10px 15px;" | Mind Hates Matter<br />
| style="padding: 10px 15px;" | Genetically modified soldiers cannot undergo psi testing, and vice versa.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 21 <br />
| style="text-align: center; padding: 10px 15px;" | Hidden Trees<br />
| style="padding: 10px 15px;" | You cannot see perk options for ranks a given soldier has not attained.||<br />
|-<br />
| style="text-align: center;" | 22 <br />
| style="text-align: center; padding: 10px 15px;" | Durability<br />
| style="padding: 10px 15px;" | Items never need to be repaired.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 23<br />
| style="text-align: center; padding: 10px 15px;" | United Humanity<br />
| style="padding: 10px 15px;" | Exalt is inactive. Exalt troopers may still show up on some alien missions.||<br />
|-<br />
| style="text-align: center;" | 24<br />
| style="text-align: center; padding: 10px 15px;" | The Friendly Skies<br />
| style="padding: 10px 15px;" | Your interceptors gain +25% hit chance during air combat.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 25<br />
| style="text-align: center; padding: 10px 15px;" | We Are Legion<br />
| style="padding: 10px 15px;" | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions||<br />
|-<br />
| style="text-align: center;" | 26<br />
| style="text-align: center; padding: 10px 15px;" | Defective Outsiders<br />
| style="padding: 10px 15px;" | Outsiders no longer gain stats from the "Growth" perk.<br />
| style="padding: 10px 15px;" | Replaces Miracle Workers.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 27<br />
| style="text-align: center; padding: 10px 15px;" | Quick and Dirty<br />
| style="padding: 10px 15px;" | Decreases the number of aliens on most missions by 40%<br />
| style="padding: 10px 15px;" | This value can be changed in DefaultGameCore.ini.<br />
|-<br />
| style="text-align: center;" | 28<br />
| style="text-align: center; padding: 10px 15px;" | Hidden Chances<br />
| style="padding: 10px 15px;" | Enemy to-hit values will be hidden.<br />
| style="padding: 10px 15px;" | Replaces Perfect Information, as that feature is now enabled by default.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 29<br />
| style="text-align: center; padding: 10px 15px;" | Recon<br />
| style="padding: 10px 15px;" | You will see meld cans and bomb nodes in the fog.||<br />
|-<br />
| style="text-align: center;" | 30 <br />
| style="text-align: center; padding: 10px 15px;" | Sturdier UFOs<br />
| style="padding: 10px 15px;" | UFOs (except fighters/destroyers) will always be shot down.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 31 <br />
| style="text-align: center; padding: 10px 15px;" | Balanced Soldiers<br />
| style="padding: 10px 15px;" | New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers.<br />
| style="padding: 10px 15px;" | Similar to Long War where no recruit is clearly superior to another. Weighting of stats: Mobility = 8, HP = 4, Aim = 2, Will = 1.<br />
|-<br />
| style="text-align: center;" | 32<br />
| style="text-align: center; padding: 10px 15px;" | Wolverine Blood<br />
| style="padding: 10px 15px;" | Injury times are reduced by 50%.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 33<br />
| style="text-align: center; padding: 10px 15px;" | Fresh Recruits<br />
| style="padding: 10px 15px;" | Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.||<br />
|-<br />
| style="text-align: center;" | 34<br />
| style="text-align: center; padding: 10px 15px;" | Just a Flesh Wound<br />
| style="padding: 10px 15px;" | Turns off Red Fog.<br />
| style="padding: 10px 15px;" | With Red Fog, damage to units degrades their aim and will by 1-35, melee damage by 1-70%, throw range by 1-35%, flat DR by 1-50%, mobility by 1-6, and increases scatter by 1-100%.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 35<br />
| style="text-align: center; padding: 10px 15px;" | Consistent Fatigue<br />
| style="padding: 10px 15px;" | Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is increased to compensate.<br />
| style="padding: 10px 15px;" | Same as how fatigue worked in Long War.<br />
|}</div>Pathologichttps://www.ufopaedia.org/index.php?title=Difficulty_(LWR)&diff=95253Difficulty (LWR)2020-08-06T01:37:07Z<p>Pathologic: Added note for SW #26</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
<br />
== Difficulty Curve == <br />
<br />
'''Long War Rebalance''' is designed for players of all skill levels, offering a greater range of difficulties and even more Second Wave options to customize your experience.<br />
<br />
In general, Normal difficulty is easier and Impossible is harder. Veteran Long War players who are new to this mod should seriously consider dropping their difficulty a level or two as the mod can take some experience to get used to. <br />
<br />
The difficulty curve is also adjusted so that the game starts off easier and gets significantly harder as the game progresses. <br />
<br />
{|<br />
|-<br />
| style="padding-left: 10px;" |<br />
[[File:LW_Rebalance_Difficulty.png]]<br />
|}<br />
<br />
== Expectations ==<br />
<br />
Captures and interrogations are required research: getting them early is important to avoid slowing down research. <br />
<br />
Destroyers are difficult to shoot down and attempting to in the early-mid game is not advised.<br />
<br />
Large UFOs and swarming abductions are quite challenging -- treat them with respect and do not rule out retreating. <br />
<br />
Expect to have satellites shot down, expect to not be able to stop a lot of UFOs, and expect to lose around 1 country per month to panic (give or take).<br />
<br />
== Regarding the First Mission == <br />
<br />
The first mission is <u>challenging</u>. It is intended to act as a litmus test to guide you in selecting a difficulty. If you fail the first mission you may consider dropping the difficulty a notch. Injuries and even deaths on the first mission are not unreasonable as it is intended to mimic the difficulty you would experience in some of the tougher battles in the mid-late game.<br />
<br />
==Difficulty Levels==<br />
<br />
In Long War Rebalance, difficulty levels scale the amount of resources gained from missions, as well as monthly funding, starting cash, starting HQ power, and initial country panic levels. Unlike Long War, UFO HP and alien stat bonuses from leader levels and research are scaled down on lower difficulties. Difficulty level also affects the effectiveness of the Outsiders' new Growth ability, as well as the chance for aliens to use Overwatch when dropping into missions or after using Launch. <br />
<br/><br/><br />
{| class="wikitable" style="max-width: 1280px;"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="11" style="padding: 7px;" | '''Strategic Changes'''<br />
|- align="center"<br />
! Difficulty <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Credits Icon}} '''XCOM Funding'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Credits Icon}} '''Starting Cash''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Power Icon}}<br/> '''HQ Power'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:PENALTY PANICKED.png|33px]]<br/> '''Initial Panic'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{AA Icon}} '''UFO Alloy Yield''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Elerium Icon}} '''UFO Elerium Yield'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Weapon Fragments Icon}} '''Fragment Yields'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Meld Icon}} '''Meld Yields'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:Health_Long_War.png|31px]]<br/>'''UFO HP'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | '''Injury and Fatigue'''<br />
|- align="center"<br />
| style="width: 9%;" | Normal <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 50 <br />
| style="width: 9%;" | 200 <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 100% <br />
| style="width: 9%;" | 50%<br />
| style="width: 10%;" | 70%<br />
|- align="center"<br />
|Classic || 80% || 80% || 40 || 400 || 80% || 80% || 83% || 83% || 60% || 80%<br />
|- align="center"<br />
|Brutal || 60% || 60% || 35 || 600 || 60% || 60% || 77% || 67% || 80% || 90%<br />
|- align="center"<br />
|Impossible || 50% || 50% || 30 || 800 || 50% || 50% || 67% || 50% || 100% || 100%<br />
|}<br />
<br />
{| class="wikitable" style="max-width: 1280px;"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="10" style="padding: 7px;" | '''Alien Changes'''<br />
|- align="center"<br />
! Difficulty <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | {{Damage Icon}} '''Base Damage'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:Health_Long_War.png|31px]]<br/>'''HP''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:Aim_Long_War.png|31px]]<br/>'''Aim'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:Will_Long_War.png|31px]]<br/>'''Will''' <br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px]]<br/>'''Leader/Tech Bonuses'''<br />
| style="background-color: #eaecf0; padding: 8px 5px 5px 5px;" | [[File:Defenders Medal 2 (EU2012).png|32px]]<br/>'''Outsider Growth Rate'''<br />
! Drop-in/Launch Overwatch Chance<br />
|- align="center"<br />
| style="width: 16%;" | Normal <br />
| style="width: 12%;" | -1 <br />
| style="width: 12%;" | 50% <br />
| style="width: 12%;" | -20 <br />
| style="width: 12%;" | +0 <br />
| style="width: 12%;" | 50% <br />
| style="width: 12%;" | 25% <br />
| style="width: 12%;" | 0%<br />
|- align="center"<br />
|Classic || +0 || 75% || -10 || +0 || 67% || 50% || 0%<br />
|- align="center"<br />
|Brutal || +0 || 90% || +0 || +10 || 83% || 75% || 50%<br />
|- align="center"<br />
|Impossible || +1 || 100% || +10 || +20 || 100% || 100% || 100%<br />
|}<br />
<br />
''Note: Outsider growth is disabled when using Second Wave option: '''(#26) Defective Outsiders'''''<br />
<br />
{| class="wikitable" style="width: 400px"<br />
|- <br />
|+<br />
|- align="center"<br />
! colspan="8" style="padding: 6px;" | '''First Mission Alien Count'''<br />
|- align="center"<br />
! style="padding: 4px;" | Difficulty !! style="padding: 4px;" | Sectoids !! style="padding: 4px;" | Outsiders<br />
|- align="center"<br />
| style="width: 150px;" | Normal || 10 || -<br />
|- align="center"<br />
|Classic || 12 || -<br />
|- align="center"<br />
|Brutal || 13 || 1<br />
|- align="center"<br />
|Impossible || 14 || 2<br />
|}</div>Pathologichttps://www.ufopaedia.org/index.php?title=Second_Wave_(LWR)&diff=95252Second Wave (LWR)2020-08-06T01:34:38Z<p>Pathologic: 1.27.09 Update</p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
{|class="wikitable" <br />
! style="padding:5px;" | #!!Name!!Text!!Notes<br />
|- <br />
| style="text-align: center; width: 4%; min-width: 30px;" | 0 <br />
| style="text-align: center; padding: 10px 15px; width: 10%" | Damage Roulette<br />
| style="padding: 10px 15px; width: 43%" | Weapons have much wider range of damage.<br />
| style="padding: 10px 15px; width: 43%" | Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 1<br />
| style="text-align: center; padding: 10px 15px;" | New Economy<br />
| style="padding: 10px 15px;" | The funding offered by individual council members is randomized.<br />
| style="padding: 10px 15px;" | [[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].<br />
|-<br />
| style="text-align: center;" | 2<br />
| style="text-align: center; padding: 10px 15px;" | Strict Screening<br />
| style="padding: 10px 15px;" | All soldier starting stats (including unique soldiers) are fixed at the averages of soldiers' typical ranges with +5 will.<br />
| style="padding: 10px 15px;" | Overrides Balanced Soldiers (#31). By default soldiers will have randomized starting stats. Selecting this option will revert to fixed starting stats for all soldiers.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 3<br />
| style="text-align: center; padding: 10px 15px;" | Predictable Potential<br />
| style="padding: 10px 15px;" | Promotion stat gains are non-random.<br />
| style="padding: 10px 15px;" | Replaces Hidden Potential, as that feature is now enabled by default.<br />
|-<br />
| style="text-align: center;" | 4<br />
| style="text-align: center; padding: 10px 15px;" | Training Roulette<br />
| style="padding: 10px 15px;" | Each soldier's training tree will be partially randomly generated.<br />
| style="padding: 10px 15px;" | Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 5<br />
| style="text-align: center; padding: 10px 15px;" | Save Scum<br />
| style="padding: 10px 15px;" | Loading a saved game will reset the random number seed.<br />
| style="padding: 10px 15px;" | Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].<br />
|-<br />
| style="text-align: center;" | 6<br />
| style="text-align: center; padding: 10px 15px;" | Green Fog<br />
| style="padding: 10px 15px;" | Soldiers and MECs have a 10% chance to lose 1 HP per turn (can not go below 1 HP) after 20 turns<br />
| style="padding: 10px 15px;" | Replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34).<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 7 <br />
| style="text-align: center; padding: 10px 15px;" | Absolutely Critical<br />
| style="padding: 10px 15px;" | Flanking shots receive +100 bonus (instead of +50) to critical hit chances.<br />
| style="padding: 10px 15px;" | Unchanged from Vanilla EW.<br />
|-<br />
| style="text-align: center;" | 8<br />
| style="text-align: center; padding: 10px 15px;" | Not So Long War<br />
| style="padding: 10px 15px;" | Overall campaign length halved.<br />
| style="padding: 10px 15px;" | Replaces Liberators. When combined with Very Long War (#9), the campaign length is tripled instead. <br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 9<br />
| style="text-align: center; padding: 10px 15px;" | Very Long War<br />
| style="padding: 10px 15px;" | Overall campaign length doubled.<br />
| style="padding: 10px 15px;" | Replaces Dynamic War. (LW 1.0 issues with DW have been fixed and all LWR games are DW games)<br />
|-<br />
| style="text-align: center;" | 10 <br />
| style="text-align: center; padding: 10px 15px;" | Results Driven<br />
| style="padding: 10px 15px;" | A country will offer less funding as its panic increases.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 11<br />
| style="text-align: center; padding: 10px 15px;" | Elite XCOM<br />
| style="padding: 10px 15px;" | All XCOM units gain +25% hit chance in all cases<br />
| style="padding: 10px 15px;" | Same as Cinematic Mode in Long War, but now provides +25 aim by default.<br />
|-<br />
| style="text-align: center;" | 12<br />
| style="text-align: center; padding: 10px 15px;" | Air Domination<br />
| style="padding: 10px 15px;" | XCOM aircraft gain +100% fire rate.<br />
| style="padding: 10px 15px;" | Replaces Diminishing Returns. This option allows greater control over air game difficulty.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 13<br />
| style="text-align: center; padding: 10px 15px;" | Wear and Tear<br />
| style="padding: 10px 15px;" | Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured.||<br />
|-<br />
| style="text-align: center;" | 14<br />
| style="text-align: center; padding: 10px 15px;" | Itchy Trigger Tentacle<br />
| style="padding: 10px 15px;" | Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch on all missions (instead of just base assaults).<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 15<br />
| style="text-align: center; padding: 10px 15px;" | War Weariness<br />
| style="padding: 10px 15px;" | Overall funding levels drop over time.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|-<br />
| style="text-align: center;" | 16<br />
| style="text-align: center; padding: 10px 15px;" | Bronzeman Mode<br />
| style="padding: 10px 15px;" | Allows restart of missions via Pause menu in Ironman mode.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 17<br />
| style="text-align: center; padding: 10px 15px;" | Total Loss<br />
| style="padding: 10px 15px;" | Sometimes lose gear from soldiers who are killed or left behind (Normally, gear can only be lost on failed missions).<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|-<br />
| style="text-align: center;" | 18<br />
| style="text-align: center; padding: 10px 15px;" | Commander's Choice<br />
| style="padding: 10px 15px;" | You may select the class of each soldier upon promotion to specialist.<br />
| style="padding: 10px 15px;" | Use the cycle-soldier icons at the bottom of the class selection screen in the barracks view to rotate through the classes. For Controllers press L1/R1 or LB/RB or whatever you use to cycle soldiers.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 19<br />
| style="text-align: center; padding: 10px 15px;" | Aiming Angles<br />
| style="padding: 10px 15px;" | Units receive an aim bonus the closer they are to flanking an enemy.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|-<br />
| style="text-align: center;" | 20 <br />
| style="text-align: center; padding: 10px 15px;" | Mind Hates Matter<br />
| style="padding: 10px 15px;" | Genetically modified soldiers cannot undergo psi testing, and vice versa.<br />
| style="padding: 10px 15px;" | Same as Long War.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 21 <br />
| style="text-align: center; padding: 10px 15px;" | Hidden Trees<br />
| style="padding: 10px 15px;" | You cannot see perk options for ranks a given soldier has not attained.||<br />
|-<br />
| style="text-align: center;" | 22 <br />
| style="text-align: center; padding: 10px 15px;" | Durability<br />
| style="padding: 10px 15px;" | Items never need to be repaired.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 23<br />
| style="text-align: center; padding: 10px 15px;" | United Humanity<br />
| style="padding: 10px 15px;" | Exalt is inactive. Exalt troopers may still show up on some alien missions.||<br />
|-<br />
| style="text-align: center;" | 24<br />
| style="text-align: center; padding: 10px 15px;" | The Friendly Skies<br />
| style="padding: 10px 15px;" | Your interceptors gain +25% hit chance during air combat.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 25<br />
| style="text-align: center; padding: 10px 15px;" | We Are Legion<br />
| style="padding: 10px 15px;" | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions||<br />
|-<br />
| style="text-align: center;" | 26<br />
| style="text-align: center; padding: 10px 15px;" | Defective Outsiders<br />
| style="padding: 10px 15px;" | Outsiders no longer gain stats from the "Growth" perk.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 27<br />
| style="text-align: center; padding: 10px 15px;" | Quick and Dirty<br />
| style="padding: 10px 15px;" | Decreases the number of aliens on most missions by 40%<br />
| style="padding: 10px 15px;" | This value can be changed in DefaultGameCore.ini.<br />
|-<br />
| style="text-align: center;" | 28<br />
| style="text-align: center; padding: 10px 15px;" | Hidden Chances<br />
| style="padding: 10px 15px;" | Enemy to-hit values will be hidden.<br />
| style="padding: 10px 15px;" | Replaces Perfect Information, as that feature is now enabled by default.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 29<br />
| style="text-align: center; padding: 10px 15px;" | Recon<br />
| style="padding: 10px 15px;" | You will see meld cans and bomb nodes in the fog.||<br />
|-<br />
| style="text-align: center;" | 30 <br />
| style="text-align: center; padding: 10px 15px;" | Sturdier UFOs<br />
| style="padding: 10px 15px;" | UFOs (except fighters/destroyers) will always be shot down.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 31 <br />
| style="text-align: center; padding: 10px 15px;" | Balanced Soldiers<br />
| style="padding: 10px 15px;" | New recruit stats are balanced instead of fully randomized. Does not affect unique soldiers.<br />
| style="padding: 10px 15px;" | Similar to Long War where no recruit is clearly superior to another. Weighting of stats: Mobility = 8, HP = 4, Aim = 2, Will = 1.<br />
|-<br />
| style="text-align: center;" | 32<br />
| style="text-align: center; padding: 10px 15px;" | Wolverine Blood<br />
| style="padding: 10px 15px;" | Injury times are reduced by 50%.||<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 33<br />
| style="text-align: center; padding: 10px 15px;" | Fresh Recruits<br />
| style="padding: 10px 15px;" | Replaces the 15 intial preset soldiers with random recruits. Similar to Long War.||<br />
|-<br />
| style="text-align: center;" | 34<br />
| style="text-align: center; padding: 10px 15px;" | Just a Flesh Wound<br />
| style="padding: 10px 15px;" | Turns off Red Fog.<br />
| style="padding: 10px 15px;" | With Red Fog, damage to units degrades their aim and will by 1-35, melee damage by 1-70%, throw range by 1-35%, flat DR by 1-50%, mobility by 1-6, and increases scatter by 1-100%.<br />
|- style="background-color:#efefef;"<br />
| style="text-align: center;" | 35<br />
| style="text-align: center; padding: 10px 15px;" | Consistent Fatigue<br />
| style="padding: 10px 15px;" | Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is increased to compensate.<br />
| style="padding: 10px 15px;" | Same as how fatigue worked in Long War.<br />
|}</div>Pathologichttps://www.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&diff=95199Start Bonuses (LWR)2020-08-04T07:16:33Z<p>Pathologic: </p>
<hr />
<div>[[Long_War_Rebalance|Back To Main Page]]<br />
= Starting Location =<br />
<br />
At the beginning of a campaign, you must select a starting location for XCOM HQ, and a start bonus. All countries offer a different amount of starting cash, as well as multiple starting bonuses to choose from. Some countries also offer an "On Our Own" start which confers no special bonuses.<br />
<br />
= Start Bonuses =<br />
<br />
== Africa ==<br />
<br />
=== Egypt ===<br />
'''Starting Cash: §960'''<br />
----<br />
'''For the Sake of Glory:''' Start with Advanced Repair foundry project, which reduces repair time by 25% for aircraft, mechanized units, and damaged soldier gear.<br />
<br />
<br />
=== Nigeria ===<br />
'''Starting Cash: §560'''<br />
----<br />
'''Pax Nigeriana:''' All non-mechanical units start with +0.6 mobility.<br />
<br />
'''On Our Own:''' No unique bonus.<br />
<br />
<br />
=== South Africa ===<br />
'''Starting Cash: §480'''<br />
----<br />
'''Resourceful:''' Start with Alien Metallurgy foundry project (+50% bonus alien alloys).<br />
<br />
'''Survival Training:''' All non-mechanical units start with +2 HP.<br />
<br />
<br />
<br />
== Asia ==<br />
<br />
=== Australia ===<br />
'''Starting Cash: §880'''<br />
----<br />
'''Per Ardua Ad Astra:''' All non-mechanical units start with +1 HP, +2 aim, and +2 will.<br />
<br />
<br />
=== China ===<br />
'''Starting Cash: §720'''<br />
----<br />
'''Assembly Line:''' Start with two workshops (1st floor, both to the right of the elevator) and 6 extra engineers in your home base.<br />
<br />
'''Deus Ex:''' 75% reduction in genemod meld and cash cost and modification time.<br />
<br />
'''Xenological Remedies:''' 7x credits from alien corpse and wreck sales.<br />
<br />
<br />
=== India ===<br />
'''Starting Cash: §800'''<br />
----<br />
'''Jai Jawan:''' Start with an additional Interceptor, 6 UFO Power Sources, and the UFO Scanners project [Increases interception time by 10% and displays UFO HP for analyzed UFOs].<br />
<br />
'''Jai Vidwan:''' Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions.<br />
<br />
'''Research Focus:''' Start with two laboratories (1st floor, both to the right of the elevator) and 10 extra scientists in your home base.<br />
<br />
<br />
=== Japan ===<br />
'''Starting Cash: §720'''<br />
----<br />
'''Kiryu-Kai Commander:''' Start with a Japanese Master Sergeant of a random class.<br />
<br />
'''Ghost In the Machine:''' SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.<br />
<br />
'''Ring of Fire:''' Thermogenerators are free to produce and have no upkeep. Start with 8 steam vents with no location restrictions (instead of 2 steam vents restricted to the 4th floor) and all elevators built.<br />
<br />
'''Robotics:''' +10 bonus aim for new SHIVs and MEC troopers.<br />
<br />
'''On Our Own:''' No unique bonus.<br />
<br />
<br />
<br />
== Europe ==<br />
<br />
=== Germany ===<br />
'''Starting Cash: §640'''<br />
----<br />
'''Baumeister:''' Start with all elevators built and 3 Fission Generators built on the 4th floor (right side). Facility construction time is reduced by 85%.<br />
<br />
'''NeoPanzers:''' 35% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.<br />
<br />
'''Skunkworks:''' Start with a Workshop, the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side).<br />
<br />
'''On Our Own:''' No unique bonus.<br />
<br />
<br />
=== France ===<br />
'''Starting Cash: §720'''<br />
----<br />
'''Foreign Legion:''' Start with 20 additional soldiers.<br />
<br />
'''Quai d'Orsay:''' Country item requests occur 50% faster; fulfilled requests provide 50% additional defense, and intel scans cost 50% less.<br />
<br />
<br />
=== Russia ===<br />
'''Starting Cash: §960'''<br />
----<br />
'''Roscosmos:''' All satellites cost % less to build and start with a 2nd satellite uplink already built (1st floor, just to the right of the 1st uplink).<br />
<br />
'''Sukhoi Company:''' Start with Enhanced Avionics and Penetrator Weapons foundry projects, granting all aircraft +5% to hit +10% penetration, respectively.<br />
<br />
<br />
=== United Kingdom ===<br />
'''Starting Cash: §720'''<br />
----<br />
'''Sandhurst:''' 30% reduction in missions required to unlock Officer Training School projects.<br />
<br />
'''Special Air Service:''' All non-mechanical units start with +7 aim.<br />
<br />
'''Their Finest Hour:''' Start with Armored Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively.<br />
<br />
<br />
== North America ==<br />
<br />
=== Canada ===<br />
'''Starting Cash: §640'''<br />
----<br />
'''Advanced Preparations:''' Start with all elevators, a workshop (1st floor, just right of elevator), a laboratory (3rd floor, just left of elevator), and a fission generator (1st floor, far right) built.<br />
<br />
'''Cadre:''' Five of the soldiers on your initial mission start at the Corporal rank.<br />
<br />
<br />
=== Mexico ===<br />
'''Starting Cash: §720'''<br />
----<br />
'''Ancient Artifacts:''' Start the campaign with an Illuminator Gunsight and Cognitive Enhancer.<br />
<br />
'''Legacy of Uxmal:''' 12 bonus will, only for the purposes of psionic training.<br />
<br />
'''Wealthy Benefactor:''' Start with 1400 bonus cash.<br />
<br />
<br />
=== United States ===<br />
'''Starting Cash: §480'''<br />
----<br />
'''Cheyenne Mountain:''' Start with all elevators built. Excavation costs are reduced by 65%.<br />
<br />
'''Special Warfare School:''' All Officer Training School projects are free and mission fatigue is reduced by 15%.<br />
<br />
'''We Have Ways:''' 70% reduction in time to complete autopsies and interrogations.<br />
<br />
'''On Our Own:''' No unique bonus.<br />
<br />
<br />
<br />
== South America ==<br />
<br />
=== Argentina ===<br />
'''Starting Cash: §1,600'''<br />
----<br />
'''Patriae Semper Vigilis:''' All non-mechanical units start with +6 will.<br />
<br />
'''Public Heroes:''' Double credit, scientist, and engineer rewards from abductions.<br />
<br />
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=== Brazil ===<br />
'''Starting Cash: §1,440'''<br />
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'''Jungle Scouts:''' Start with Improved Medikit [+1 medikit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit].<br />
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'''Ready For War:''' Start with 50 alloys and 50 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).<br />
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'''On Our Own:''' No unique bonus.</div>Pathologic