Council Missions (Long War)

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Overview

Scheduling and Selection

Council missions are scheduled to spawn randomly at some point between Day 14 and Day 28 of the month, with each day equally likely and at a random hour. However, the Slingshot DLC missions (if enabled) spawn on a very specific date that does not follow this pattern.

When spawning a generic council mission, the mission type is determined first. The four generic types (Asset Recovery, Bomb Disposal, Target Escort, and Target Extraction) are added to a list. Then, an additional copy of all of the least-played mission types is added; in case of a tie between one or more types, an additional copy of all of them is added. Then, the game removes any types that can't be played due to all their individual maps having been played already. Finally, one instance of the Asset Recovery mission type is removed unless it's the only type left, meaning it can only be played if every other type has been played just as much as or more often than it, and it is generally less likely to be played than other types. From this modified list, the game picks a random type (with each outcome equally likely), and finally, a random map of that type that hasn't been played yet. However, if all council missions have been played, the game simply picks a random Asset Recovery, Bomb Disposal, or Target Extraction mission.

Special missions, including DLC campaigns and Site Recon, have specific triggers that are unique to each mission. If a special mission triggers, it automatically overrides a generic council mission.

Enemy Forces

Quantity

Generic council missions have a number of aliens and pods that depends on the number of months that have elapsed. Special council missions usually modify the scale with additional units rather than change it entirely. The drop-ins are usually set to appear based on some kind of trigger, such as moving close enough to the objective (the exact trigger depends on the mission and remains the same as its vanilla counterpart). If the mission is of a type that cannot have drop-ins (i.e. Asset Recovery or Site Recon), it uses a slightly different scale.

Council Mission Forces
Month With Drop-ins No Drop-ins
Aliens Pods Drops Aliens Pods
March 7 3 3 10 3
April 8 3 4 12 3
May 9 3 4 12 3
June 10-12 4 6 15-16 4
July or later 12-15 4 6 16 4

Additionally, once 1 in-game year has passed (March of the second year), all council missions add a random level 9 boss pod with 4 supporting aliens, with the pool of leaders based on the number of alien base assaults completed.

Type

Council missions generally use a limited enemy force:

Rewards

Each mission has its own unique reward structure that depends precisely on the mission and map. Credit rewards are randomized in §5 increments with each increment equally likely.

Note that Cash, scientist, and engineer rewards are scaled down to 50% if it's been less than 21 days since the campaign started, or 75% if it's only been 42 days or less since the campaign started. Similarly, randomized reward soldier levels are LCpl at < 21 days, Cpl at < 42 days, and Sgt otherwise.

Generic Missions

Asset Recovery

See also: Asset Recovery (EU2012)
Enemy Forces: Generic
Drop-ins: No

Asset Recovery is a category for a set of Abduction missions with a little more lore and flavor to them. They count as "generic" council missions and follow the aforementioned alien force scaling path listed above. While each map has a different "objective" you're meant to secure or recover for the council, this is little more than flavor text and you will ultimately just be tasked with simply killing all aliens on the map, so treat it as you would an Abduction mission.

Street Overpass Assault

Rewards: §100-225, -30 Panic
Failure: Panic +20
Map: Street Overpass
Intro & Briefing
StreetOverpass1 (EU2012).png

A reconnaissance helicopter monitoring for alien activity in country was apparently taken down by hostile fire. We've pinpointed the location of the wreckage, but there's been no word from the crew. They're presumed KIA. Secure the crash site and eliminate any hostiles in the area.

Alien forces have infiltrated the site and will actively oppose our efforts.

Source:

Note: all pods are forced to be led by Mutons. Cannot spawn until Act 2 (XCOM has interrogated its first Alien).

Pier Assault

Rewards: §100-225, 30 Elerium
Failure: Panic +20
Map: Pier A
Intro & Briefing
PierA 1 (EU2012).png

We have to move fast on this one. The Council has offered to transfer some newly recovered equipment to HQ, but they're concerned about securing the cargo. We can't afford to lose this material. You are cleared to eliminate any threat in the area. We'll have more details once you hit the ground.

Alien forces have infiltrated the site and will actively oppose our efforts.

Source:

Truck Stop Assault

Rewards: §100-225, 30 Elerium
Failure: Panic +20
Map: Truck Stop
Intro & Briefing
TRUCKSTOP1 (EU2012).png

We've received word that the aliens are attempting to intercept a cargo shipment being transported by trucks in country. It is imperative that you prevent this material from falling into alien hands. Central will provide you with further information once your troops are on the ground.

Alien forces have infiltrated the site and will actively oppose our efforts.

Source:

Note: all pods are forced to be led by Sectoids.

Industrial Office Assault

Rewards: §200-450 Cash, -30 Panic, Random Reward Soldier
Failure: Panic +20
Map: Industrial Office
Intro & Briefing
Industrial Office 1 (EU2012).png

The aliens are attempting to infiltrate one of our remote data storage facilities in country. We cannot allow them to gain access to the information stored in those servers. We will transmit a complete briefing to Central for him to disseminate to your troops.

Alien forces have infiltrated the site and will actively oppose our efforts.

Source:

Cemetary Assault

Rewards: §100-225 Cash, -60 Panic
Failure: Panic +20
Map: Grand Cemetery
Intro & Briefing
CemeteryGrand1 (EU2012).png

News reports of mass excavations from local country cemeteries have been cropping up all over the media. This is only going to create more panic among the general populace, so we need to get down there and find out what's going on.

Alien forces have infiltrated the site and will actively oppose our efforts.

Source:

Research Outpost Assault

Rewards: §100-225 Cash, +8 Scientists
Failure: Panic +20
Map: Research Outpost
Intro & Briefing
ResearchOutpost1 (EU2012).png

A surveillance outpost in country has been infiltrated by the aliens. Details are sketchy, but that station is critical to our monitoring efforts and we can't allow hostile forces to occupy it. We have to get in there and secure the facility.

Alien forces have infiltrated the site and will actively oppose our efforts.

Source:

Bomb Disposal

See also: Bomb Disposal (EU2012)
Enemy Forces: Generic
Drop-ins: Yes

As with vanilla, you'll need to find a Bomb and deactivate it before time runs out. There will also be about a dozen Power Nodes strewn about the map, and for each one you disable you will add 1 additional turn to the Bomb timer. You can disable both by moving adjacent to it and left clicking on it as you would open a door. Bring a mobile, experienced squad that can fight its way through contact quickly, as you won't have the luxury of casually preparing the perfect Overwatch ambush against every pod. If you can, clear out the entire map before disabling the bomb, as aliens will drop into cover and on Overwatch once it's turned off; use the last remaining power nodes to buy you some extra turns to finish clearing the map and then set up in good cover on Overwatch.

Train Station Bomb Disposal

Rewards: §225-505 Cash, -40 Panic
Failure: Panic +40
Map: Train Station
Intro & Briefing
Train Station1 (EU2012).png

The aliens are moving to sabotage a major transportation network near a country railway station using a device of unknown destructive capabilities. If they succeed, it's only going to spread panic among the nearby civilian population, and we can't let that happen.

The invaders have placed a bomb in the area of operations to inflict maximum destruction and panic.

Source:

Slaughterhouse Bomb Disposal

Rewards: §225-505 Cash, -40 Panic
Failure: Panic +40
Map: Slaughterhouse A
Intro & Briefing
SlaughterhouseA 1 (EU2012).png

We've received a number of eyewitness reports claiming aliens are moving through a neighborhood in a major country city. Although we've yet to establish a motive behind this activity, we must treat all reported incursions as a serious threat. Central will provide further details once your troops reach the affected area.

The invaders have placed a bomb in the area of operations to inflict maximum destruction and panic.

Source:

Trainyard Bomb Disposal

Rewards: §225-505, -30 Panic
Failure: Panic +40
Map: Trainyard
Intro & Briefing
Trainyard1 (EU2012).png

We've uncovered an alien plot to disrupt the transportation networks within a major country municipality. If successful, this would lead to major interruptions in the distribution of goods and services to the general public. Intel is still coming in; expect further details once our squad reaches the site.

The invaders have placed a bomb in the area of operations to inflict maximum destruction and panic.

Source:

Highway Bridge Bomb Disposal

Rewards: §225-505 Cash, -40 Panic
Failure: Panic +40
Map: Highway Bridge
Intro & Briefing
HighwayBridge 1 (EU2012).png

We've had a report of suspicious activity taking place near a major bridge connecting some of country largest interchanges. Needless to say, any alien activity in this area is going to draw civilian attention immediately. We need to deploy a squad to investigate; I'll transmit any additional intel once they hit the ground.

The invaders have placed a bomb in the area of operations to inflict maximum destruction and panic.

Source:

Cemetary Bomb Disposal

Rewards: §225-505, +6 Engineers, -40 Panic
Failure: Panic +40
Map: Grand Cemetery
Intro & Briefing
CemeteryGrand1 (EU2012).png

Reports indicate sightings of alien activity within a large cemetery located near a major country city. Details are still coming in, but if the aliens are using this area as a staging point, we need to stop them in their tracks.

The invaders have placed a bomb in the area of operations to inflict maximum destruction and panic.

Source:

Target Escort

See also: Escort (EU2012)
Enemy Forces: Generic
Drop-ins: Yes

Your squad spawns alongside a VIP and must escort them to the target location. Drop-ins will trigger as the NPC approaches the Extraction point. You will ultimately be tasked with wiping out all enemy contact, so systematically clear the map.

Commercial Alley Extraction

Target: William Thorne
Rewards: -20 Panic, Random Reward Soldier
Map: Commercial Alley
Intro & Briefing
COMMERCIALALLEY2 (EU2012).png

We've received an interesting report that a politician from country who once advocated cooperation with the aliens has now come under attack. We'd like you to retrieve this man alive, so that we may... speak... with him. We will transmit the specific details of his position to Central.

A high value target is in position for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.

Source:

Pier Extraction

Target: Sgt. Carlock
Rewards: §225-505 Cash, +8 Engineers
Map: Pier A
Intro & Briefing
PierA 2 (EU2012).png

We've gotten a report that a combat engineer unaffiliated with the XCOM has come under attack while investigating possible alien contamination of a local water supply. We'd like you to retrieve this gentleman in order to find out what he's learned. Central should have our complete briefing by the time our troops reach the site.

A high value target is in position for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.

Source:

Research Outpost Rescue

Target: Dr. Marazuki
Rewards: §225-505, -30 Panic, +8 Scientists
Failure: Panic +20
Map: Research Outpost
Intro & Briefing
ResearchOutpost2 (EU2012).png

One of the scientists serving in a remote observatory used for tracking and monitoring UFO activity in country has come under attack. We cannot allow the aliens to threaten any personnel contributing information to the XCOM project. We'll need you to deploy a squad and ensure his safe return.

A high value target requires an escort for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.

Source:

Note: for the purposes of mission spawning logic, this has been improperly classified under Target Extraction, not Escort.

Target Extraction

See also: Extraction (EU2012)
Enemy Forces: Generic
Drop-ins: Yes

You will have to locate and rescue a civilian target and bring them to the extraction point. Drop-ins will trigger as you escort the NPC to the Extraction zone. You will ultimately be tasked with wiping out all enemy contact, so systematically clear the map.

Street Hurricane Rescue

Target: Thomas Hutch
Rewards: §225-505, -30 Panic, +8 Engineers
Map: Street Hurricane
Intro & Briefing
MUSEUM1 (EU2012).png

A friend of this Council has come under attack by aliens in country. It would reflect poorly on our efforts if we were to allow our ally to be captured by hostile forces. We'll need you to ensure his safe return to XCOM HQ; we should have further details by the time your troops reach the extraction site.

A high value target requires an escort for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.

Source:

Highway Rescue

Target: Peter Van Doorn
Rewards: §225-505, -10 Panic, +4 Engineers, Peter Van Doorn (LCpl - GSgt), Glenn Friendly (SPC)
Map: Highway Fallen
Intro & Briefing
HighwayFallen1 (EU2012).png

Reports indicate a UN official and his associates were caught in the middle of an alien attack in country. If this official is killed or abducted by the aliens, it would undoubtedly spread panic and reduce the effectiveness of XCOM. We need a squad of your soldiers to escort the target safely to the extraction point.

Intel indicates a high value civilian asset somewhere at site; exact location unknown. The enemy is present in unknown numbers.

Source:

The classic council mission in which you must rescue a UN official named Peter Van Doorn returns. Long War has it add two soldiers to your roster if the mission is successfully completed: Private "Friendly", a Specialist 'Tactical' (Assault/Infantry); and General Peter Van Doorn, a 'Weapons' (Gunner/Rocketeer) whose rank is equal to the number of months elapsed in the campaign, Minimum 2 (Lance Corporal) and Maximum 6 (Gunnery Sergeant). Make your way slowly but steadily to Doorn's location, clearing out the map before you approach and speak with him at close range. Once you've spoken with him, bring him back to the extraction point, but be careful as aliens will start dropping into the map on Overwatch and in cover.

Van Doorn comes with the Steadfast perk as a free bonus perk, though keep in mind that as with all such bonus perks, if it appears anywhere in his perk tree (i.e. you reroll him or use Commander's Choice to make him an Assault, Infantry, or Medic) it will be automatically selected and lock you out of the other choices at that rank. Friendly, on the other hand, is a perfectly average soldier (i.e. 4 HP, 65 Aim, 0 Defense, 13 Mobility, 30 Will) with no special features.

Boulevard Rescue

Target: Anna Sing
Rewards: §225-505, -40 Panic, +8 Scientists
Map: Boulevard
Intro & Briefing
BOULEVARD1 (EU2012).png

We've intercepted a signal indicating that an abductee was able to escape alien captivity, and there is a limited window of opportunity to attempt an extraction. By the time your troops are on the ground, Central should have our complete intelligence report available.

A high value target requires an escort for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.

Source:

Special Missions

Special council missions have specific triggers that override a generic council mission spawn. Slingshot takes priority if its conditions are met, followed by Progeny, followed by Site Recon.

Site Recon

See also: Site Recon (EU2012)
Trigger: Alien Research > 35, XCOM has acquired at least one Chryssalid corpse (e.g. from terror mission)
Enemy Force: Modified
Drop-ins: No
Rewards: §450, -20 Panic to Canada (or USA/Mexico, whichever has more panic, if Canada has left the project)
Failure: Panic +40
Map: Chryssalid Hive
Intro & Briefing
Site Recon (EU2012).png

Our sources report a developing incident in Newfoundland, up the coast from St. John's. A fishing village has gone dark; reports from intel sources suggest alien involvement. We should send in a team to investigate the site and figure out what happened.

The fishing village still shows no signs of life. The nature of the aliens' involvement is unknown, as is the type and level of resistance. Extreme caution is warranted.

Source:

Note: No corpses are awarded upon completion of this mission.

The map will be swarming with Chryssalids and Zombies as usual, but one non-Chryssalid pod has been added. Clear out the map carefully and bring shotguns, SAWs, AP Grenades, and Flashbangs to deal with the Chryssalids, then make your way to the Hive itself. You can activate the transponder immediately and book it to the LZ, but if you're confident and know what you're doing you can also stand and fight all the Chryssalids that start spawning once you come in view of the whale for the extra XP (sadly, all corpses are lost at the end of the mission). There are a fixed number of Chryssalids that can spawn before the transponder is activated, and if you abuse the fact that Chryssalids can't attack units at a different elevation than they are, you can find any elevated platform on the map and position your soldiers to physically block the Chryssalids from being able to jump up, rendering them unable to attack you and allowing you to farm some kill XP for a time until they stop spawning. Once you activate the transponder, they will resume spawning out of the Hive again and you will have a limited number of turns to extract before all soldiers are lost. You will want a high mobility unit to hit the transponder so that your slower soldiers can get a head start and also be available to deal with the Chryssalids spawning throughout the map before the main Hive force can catch up to you.

This mission uses the generic pod and alien pool, but forces all such pods to be Chryssalids. Additionally, the following pods are added on top of the generic pool:

  • One Level 3 Thin Man pod leader with 3 supporting aliens
  • A couple solo Zombies
  • Solo Chryssalids that hatch out of various environmental seafood objects (as per their vanilla scripts)

Slingshot

See also: Slingshot DLC (EU2012)

Note: Slingshot DLC missions do not override the Council mission for that month, unlike Progeny missions. The normal Council mission will still spawn.

Friends in Low Places

Trigger: May 5th if Slingshot DLC is enabled
Enemy Forces: Fixed
Drop-ins: Yes
Rewards: §50, 1 Scientist, 1 Engineer, Shaojie Zhang (Cpl)
Map: Low Friends
Intro & Briefing
Zhang Face2.png

A member of the Triad criminal organization has reached out to one of our contacts. Although we have little interest in the man himself, he allegedly has in his possession a piece of "unique" technology. We'll need you to investigate; we will transmit further details to Central.

If the contact's device is genuine, as we suspect it is, it'll be of high value. Stay sharp, as the aliens may make an effort to recover it.

Source:

This mission overrides the generic list, forcing 8 aliens in 3 soldier pods with 3 drop-ins.

Confounding Light

Trigger: June 29th if Slingshot DLC is enabled
Enemy Forces: Generic
Drop-ins: Yes
Rewards: §85
Map: Confounding Light
Intro & Briefing
Confounding Light.png

According to Dr. Shen's report, the transponder device provided by Zhang is tied into the navigation system of an alien battleship approaching our atmosphere. The doctor believes deploying a series of modified transponders could provide you with a means of diverting the battleship before it reaches its target. We will transmit the remaining mission parameters to Central.

A battleship is closing on the city. The squad must place the transponders in time to divert the attack. Aliens will likely deploy scouts to seek out any human resistance. Enemy contact likely.

Source:

Gangplank

Trigger: July 1st if Slingshot DLC is enabled
Enemy Forces: Modified
Drop-ins: Yes
Rewards: Landed Battleship Loot
Map: Gangplank
Intro & Briefing
Gangplank.png

With the hacked signal in place, the alien battleship is vulnerable, and now is the time to strike. We need you to deploy a squad and set down on the ship's surface. This is a rare opportunity to retrieve the technology within that ship intact; we shouldn't waste it.

The battleship is crippled but still active, and the aliens aboard won't be happy to see us. Expect maximum resistance.

Source:

Note: this mission does not contain the normal squad of a landed Battleship, it uses the usual forces for a council mission.

On top of the generic pool that scales with the date, this mission adds two additional pods:

  • Level 4 Cyberdisc leader pod with 4 supporting aliens
  • Level 3 Muton leader pod with 5 supporting aliens

Progeny

See also: Progeny (EU2012)

Portent

Trigger: April if Progeny DLC is enabled
Enemy Forces: Generic
Drop-ins: Yes
Rewards: §75, 2 Scientists, 2 Engineers
Map: Portent
Intro & Briefing
Portent (EU2012).png

The Council has been monitoring unusual reports about a hijack attempt on an unauthorized French military convoy. Although the alleged perpetrators were human, our intel indicates the aliens may also have been in the area. If true, this raises a number of questions about the cargo being moved. We'll need a squad to investigate; Central should have our complete report momentarily.

A French military convoy was caught in an ambush. The convoy's current status is unknown. Be prepared for anything.

Source:

A very simple mission that spawns in April and serves as foreshadowing for the introduction of EXALT. It functions identically to a standard Target Extraction: you'll have to make your way to the opposite end of the map and pick up an EXALT survivor, fighting pods along the way. As you bring the survivor back towards the extraction zone, drop ins will appear. Defeat them and extract with the target.

Deluge

Trigger: September or later and the Psi Lab is constructed if Progeny DLC is enabled
Enemy Forces: Generic
Drop-ins: Yes
Rewards: §330 Cash, Annette Durand (Cpl)
Map: Deluge
Intro & Briefing
Deluge Mission (EU2012).png

The surviving EXALT operative has provided additional intel on the location of our missing transport vehicle, and not a moment too soon. It appears the aliens have cornered the truck on a dam in eastern France. If we're going to recover the cargo, we'll need to act fast.

The transport is stopped on a dam in France; it's likely the aliens have sabotaged the structure. They clearly consider this transport to be high value. Expect substantial opposition.

Source:

You must cross atop a long, narrow dam that is heavily damaged and about to collapse. You have a limited time to complete the mission, and similar to a Bomb Disposal, there are various pressure nodes that you can interact with to buy you more time. Once you reach the target objective at the other end of the map, the mission ends, even if there are other active aliens remaining on the map.

Bring an extremely mobile squad that can handle the tough alien leaders and drop ins. Alloy SHIVs are a good investment due to their ability to act as low cover. A sniper with squadsight and grapple-hook armor can post up on one of two watchtower-esque structures in the map, but be careful as they may need support if a drop-in lands near them.

Annette Durand will join the XCOM project upon completion of the mission. She is a Corporal Tactical with 2 ranks in psionics.

Furies

Trigger: One month after Deluge if Progeny DLC is enabled
Enemy Forces: Modified
Drop-ins: Yes
Rewards: §250, Matthew Hawkins (Sgt), Said Tariq (Cpl), Fatima Tariq (Cpl)
Map: Furies
Intro & Briefing
Furies Mission (EU2012).png

The intelligence provided by Annette indicates the aliens are attempting to transfer at least three other captives in a remote area near the Alps. If each of these abductees harbors the same potential that Annette has demonstrated, it is imperative we do not allow the aliens to keep them captive.

The aliens are holding Annette's fellow abductees on their ship and will not easily let them go. Secure the captives as quickly as possible.

Source:

You must assault a landed Abductor to rescue Annette Durand's squadmates, The Furies, which are held in life support pods. Once you get close enough to the UFO, a timer starts and you have 12 turns to reach each pod and disable the euthanization mechanism. Be extremely careful as weapons and missed shots can destroy the life support pods. Unlike ordinary landed UFOs, there is no command pod on this mission.

Ideally, you'll want to hold your position away from the UFO and ambush some of the roaming pods before the timer triggers and you're forced to push forward through the map. There is a couple wooden boxes and some cars in front of you as you spawn, and going much further past them will trigger the timer. Once you've killed as many aliens as possible, make your way into the UFO and disable the timers.

Note: this mission does not contain the normal squad of a landed Abductor; it uses the usual forces for a council mission.

On top of the generic pool that scales with the date, this mission adds two additional pods:

  • Level 6 Floater leader with 3 supporting aliens
  • Level 9 Thin Man Boss ("Typhon") with 5 supporting aliens

Any member of the Furies you manage to rescue will join the XCOM project upon completion of the mission.