Difference between revisions of "Alien Life Forms (Long War)"

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(→‎Muton Elite: Description)
(Cutting out all outdated tables, to aid in process of providing up-to-date tables)
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Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.
 
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
 
|-  
 
|-  
|+ Drone Progression
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
| Base Stats || 3 || 60 || 1.0 || 0 || 3 || 12 || 0
+
|- align="center"
|- align="center"
+
|''Base Stats'' || - || - || - || - || - || - || -
| 15 || - || - || 1.2 || - || - || - || -
+
|- align="center"
|- align="center"
+
|Normal || - || - || -10 || - || - || - || -
| 30 || - || - || 1.4 || - || - || - || -
+
|- align="center"
|- align="center"  
+
|Classic || - || - || -5 || - || - || - || -
| 45 || - || - || 1.6 || - || - || - || -
+
|- align="center"
|- align="center"
+
|Brutal || - || - || - || - || - || - || -
| 60 || - || - || 2.0 || - || - || - || -
+
|- align="center"
|- align="center"
+
|Impossible || - || - || - || - || - || - || -
| 120 || - || 65 || - || - || 6 || - || -
 
|- align="center"
 
| 270 || 4 || 70 || - || - || 7 || 13 || -
 
|- align="center"
 
| 360 || 5 || 75 || - || 10 || 8 || 14 || -
 
|- align="center"
 
| Normal || - || -10 || - || - || - || - || -
 
|- align="center"  
 
| Classic || - || -5 || - || - || - || - || -
 
|- align="center"  
 
| Brutal || - || - || - || - || +1 || - || -
 
|- align="center"  
 
| Impossible || - || - || - || - || +1 || - || -
 
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Drone Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
 
|- align="center"
 
| [[File:ALIEN REPAIR.png|32px]]<br>'''Repair''' || ''Repairs robotic units.''
 
|- align="center"
 
| [[File:ALIEN_OVERLOAD.png|32px]]<br>'''Overload''' || ''Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's.''.
 
|- align="center"  
 
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br>
 
|- align="center"
 
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''
 
 
|- align="center"
 
|- align="center"
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|}
 
  
{| class="wikitable" width="70%"  
+
|- align="center"
|-
+
! width="6%" | [[Alien Research (Long War)| Alien Research]]  !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|+ Possible Squad Leader Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"  
 
| [[File:HEAVY_HOLO.png|32px]]<br>'''Holo-Targeting''' || ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''
 
|-align="center"  
 
| [[File:MEC_ABSORTION_FIELDS.png|32px]]<br>'''Absorption Fields''' || ''Reduces most incoming damage to this unit, scaling up as the damage increases.''
 
|-align="center"  
 
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up''' || ''Firing the primary weapon as the first action of your turn no longer ends your turn.''
 
|-align="center"  
 
|}
 
 
 
{| class="wikitable" width="70%"  
 
|-
 
|+ Possible Navigator Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"  
 
|- align="center"
 
| [[File:HEAVY_HOLO.png|32px]]<br>'''Holo-Targeting''' || ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''
 
 
|}
 
|}
  
Line 244: Line 199:
 
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.
 
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
|+ Outsider Armaments
 
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance
+
|+
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
| Outsider Light Plasma  Rifle || 4 to 8 || 8 to 11 || 5
+
|- align="center"
|- align="center"  
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
| Upgraded Outsider Light Plasma  Rifle I || 5 to 9 || 9 to 12 || 5
+
|- align="center"
|- align="center"  
+
|''Base Stats'' || - || - || - || - || - || - || -
| Upgraded Outsider Light Plasma Rifle II || 6 to 10 || 10 to 14 || 5
+
|- align="center"
|- align="center"  
+
|Normal || - || - || -10 || - || - || - || -
| Upgraded Outsider Light Plasma Rifle III || 7 to 11 || 11 to 16 || 5
+
|- align="center"
|- align="center"  
+
|Classic || - || - || -5 || - || - || - || -
| Upgraded Outsider Light Plasma  Rifle IV || 7 to 13 || 13 to 18 || 15
+
|- align="center"
|-
+
|Brutal || - || - || - || - || - || - || -
 +
|- align="center"
 +
|Impossible || - || - || - || - || - || - || -
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Outsider Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.''
 
|-align="center"  
 
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''
 
|-
 
|}
 
  
{| class="wikitable" width="70%"  
+
|- align="center"
|-
+
! width="6%" | [[Alien Research (Long War)| Alien Research]]  !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|+ Possible Squad Leader Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|-align="center"  
 
| [[File:ABILITY READYFORANYTHING.png|32px]]<br>'''Ready for Anything''' || ''If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.''
 
|-align="center"  
 
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''
 
|-
 
 
|}
 
|}
  
 
'''Notes'''
 
'''Notes'''
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.
 
 
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.
 
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.
 
 
<br clear=right>
 
  
 
==Thin Man==
 
==Thin Man==
Line 308: Line 246:
  
 
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.
 
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.
 
+
{| class="wikitable" width="50%"  
{| class="wikitable" width="70%"  
 
 
|-  
 
|-  
|+ Thin Man Progression
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
| Base Stats || 5 || 70 || 0 || 0 || 5 || 14 || 25
+
|- align="center"
|- align="center"
+
|''Base Stats'' || - || - || - || - || - || - || -
| 90 || - || 75 || - || - || 6 || - || 28
+
|- align="center"
|- align="center"
+
|Normal || - || - || -10 || - || - || - || -
| 120 || - || 80 || - || - || - || - || 31
+
|- align="center"
|- align="center"  
+
|Classic || - || - || -5 || - || - || - || -
| 210 || - || - || - || - || 7 || 15 || 34
+
|- align="center"
|- align="center"
+
|Brutal || - || - || - || - || - || - || -
| 360 || - || 85 || - || 3 || - || 16 || 37
+
|- align="center"
|- align="center"
+
|Impossible || - || - || - || - || - || - || -
| 450 || - || - || - || 6 || 8 || - || 40
 
|- align="center"
 
| 600 || - || 90 || - || 9 || 9 || 17 || 43
 
|- align="center"
 
| 700 || - || 95 || - || 12 || - || - || 46
 
|- align="center"
 
| 800 || - || - || - || 15 || 10 || - || 49
 
|- align="center"
 
| 900 || 6 || 100 || - || 25 || 16 || 18 || 52
 
|- align="center"
 
| 1200 || 7 || 105 || - || 35 || 22 || 19 || 55
 
|- align="center"  
 
| Normal || - || -10 || - || - || - || - || -
 
|- align="center"  
 
| Classic || - || - || - || - || - || - || -
 
|- align="center"  
 
| Brutal || - || +5 || - || - || - || - || -
 
|- align="center"
 
| Impossible || +1 || +5 || - || - || - || - || +5
 
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Thin Man Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.''
 
|- align="center"  
 
| [[File:ALIEN_POISON.png|32px]]<br>'''Poison Spit'''|| ''Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.''
 
|- align="center"  
 
| [[File:ALIEN_LEAP.png|32px]]<br>'''Leap''' || ''Allows vertical leaps onto elevated surfaces during movement.''
 
|- align="center"  
 
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]<br>'''Adaptive Bone Marrow*''' || ''Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.''
 
|-
 
|}
 
  
{| class="wikitable" width="70%"  
+
|- align="center"
|-
+
! width="6%" | [[Alien Research (Long War)| Alien Research]]  !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|+ Possible Squad Leader Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"
 
| [[File:SNIPER_EXECUTIONER.png|32px]]<br>'''Executioner''' || ''Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.''
 
|- align="center"
 
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]<br>'''Close Encounters'''|| ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''
 
|- align="center"
 
| [[File:Urban_Combat_Badge_2_(EU2012).png|32px]]<br>'''Sharpshooter''' || ''Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.''
 
|- align="center"  
 
| [[File:ALIEN_BOMBARD.png|32px]]<br>'''Bombard''' || ''Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.''
 
|- align="center"
 
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''
 
|- align="center"  
 
| [[File:HEAVY RAPIDREACTION.png|32px]]<br>'''Rapid Reaction''' || ''Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.''
 
|- align="center"  
 
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''
 
|- align="center"
 
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]<br>'''Lightning Reflexes''' || ''The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.''
 
|-align="center"  
 
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''
 
|-align="center"  
 
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''
 
|-align="center"  
 
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''
 
|-align="center"  
 
|-
 
 
|}
 
|}
 
{| class="wikitable" width="70%"
 
|-
 
|+ Possible Navigator Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"
 
| [[File:SNIPER_EXECUTIONER.png|32px]]<br>'''Executioner''' || ''Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.''
 
|- align="center"
 
| [[File:SNIPER_DGG.png|32px]]<br>'''Damn Good Ground'''|| ''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.''
 
|- align="center"
 
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''
 
|- align="center"
 
|- align="center"
 
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]<br>'''Lightning Reflexes''' || ''The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.''
 
|-align="center"
 
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''
 
|- align="center"
 
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''
 
|- align="center"
 
| [[File:SNIPER_LOWPROFILE.png|32px]]<br>'''Low Profile''' || ''Makes partial cover grant the defense bonus of full cover.''
 
|- align="center"
 
|-
 
|}<br clear=right>
 
 
'''Notes'''
 
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.
 
  
 
==Floater==
 
==Floater==
Line 437: Line 290:
 
Floaters behave identically to vanilla floaters. Floater squad leaders often gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.
 
Floaters behave identically to vanilla floaters. Floater squad leaders often gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
 
|-  
 
|-  
|+ Floater Progression
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
| Base Stats || 5 || 65 || 0 || 0 || 5 || 14 || 20
+
|- align="center"
|- align="center"
+
|''Base Stats'' || - || - || - || - || - || - || -
| 75 || - || - || - || - || 6 || - || 22
+
|- align="center"
|- align="center"
+
|Normal || - || - || -10 || - || - || - || -
| 120 || - || 70 || - || - || - || - || 24
+
|- align="center"
|- align="center"
+
|Classic || - || - || -5 || - || - || - || -
| 180 || - || - || - || - || 7 || 15 || 26
+
|- align="center"
|- align="center"  
+
|Brutal || - || - || - || - || - || - || -
| 240 || - || 75 || - || - || 8 || 16 || 28
+
|- align="center"
|- align="center"
+
|Impossible || - || - || - || - || - || - || -
| 330 || 6 || - || - || 4 || - || - || 30
 
|- align="center"
 
| 420 || - || - || - || - || 9 || 17 || 34
 
|- align="center"
 
| 570 || - || - || - || 8 || - || 18 || 36
 
|- align="center"
 
| 690 || - || - || - || - || 10 || - || 38
 
|- align="center"
 
| 780 || - || 80 || - || - || - || 19 || 40
 
|- align="center"  
 
| 900 || 7 || 85 || - || 12 || 13 || 20 || 42
 
|- align="center"
 
| 1200 || 8 || 90 || - || 16 || 16 || 21 || 44
 
|- align="center"
 
| Normal || - || -10 || - || - || - || - || -
 
|- align="center"  
 
| Classic || - || -5 || - || - || - || - || -
 
|- align="center"  
 
| Brutal || - || - || - || - || +1 || - || -
 
|- align="center"
 
| Impossible || +1 || - || - || - || +1 || - || +5
 
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Floater Abilities
+
|+  
|-
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
 
|- align="center"
 
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.''
 
|- align="center"  
 
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''<br>
 
|- align="center"
 
| [[File:ALIEN_LAUNCH.png|32px]]<br>'''Launch''' || ''Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.<br> Will end the Floater's turn.''
 
|- align="center"
 
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''
 
|}
 
 
 
{| class="wikitable" width="70%"
 
|-
 
|+ Possible Squad Leader Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"
 
| [[File:SNIPER_DGG.png|32px]]<br>'''Damn Good Ground'''|| ''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.''
 
|- align="center"
 
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]<br>'''Close Combat Specialist''' || ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.''  
 
 
|- align="center"
 
|- align="center"
| [[File:SUPPORT_COVERINGFIRE.png|32px]]<br>'''Covering Fire'''||''Allows reaction shots to trigger on enemy attacks (including grenades and Steady Weapon), not just movement.''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|- align="center"  
 
| [[File:HEAVY_DANGERZONE.png|32px]]<br>'''Danger Zone''' || ''Increases area of effect for Suppression, rocket launchers and offensive grenades.''
 
|- align="center"  
 
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''
 
|- align="center"  
 
| [[File:HEAVY_MAYHEM.png|32px]]<br>'''Mayhem''' || ''Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.''
 
|- align="center"  
 
| [[File:ABILITY READYFORANYTHING.png|32px]]<br>'''Ready for Anything''' || ''If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.''
 
|- align="center"  
 
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired.''
 
|- align="center"  
 
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''
 
|- align="center"  
 
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''
 
|- align="center"  
 
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''
 
|- align="center"  
 
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''
 
|- align="center"  
 
|}
 
  
{| class="wikitable" width="70%"
 
|-
 
|+ Possible Navigator Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"
 
| [[File:HEAVY_DANGERZONE.png|32px]]<br>'''Danger Zone''' || ''Increases area of effect for Suppression, rocket launchers and offensive grenades.''
 
 
|- align="center"
 
|- align="center"
| [[File:SUPPORT_COVERINGFIRE.png|32px]]<br>'''Covering Fire'''||''Allows reaction shots to trigger on enemy attacks (including grenades and Steady Weapon), not just movement.''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|- align="center"  
 
 
|}
 
|}
 
<br clear=right>
 
  
 
==Chryssalid==
 
==Chryssalid==
Line 559: Line 339:
 
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.
 
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
|+ Chryssalid Armaments
 
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities
+
|+
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only
+
|- align="center"
|- align="center"  
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only
+
|- align="center"
|- align="center"  
+
|''Base Stats'' || - || - || - || - || - || - || -
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only
+
|- align="center"
|- align="center"  
+
|Normal || - || - || -10 || - || - || - || -
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only
+
|- align="center"
|- align="center"  
+
|Classic || - || - || -5 || -  || - || - || -
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only
+
|- align="center"
|-
+
|Brutal || - || - || - || -  || - || - || -
 +
|- align="center"
 +
|Impossible || - || - || - || - || - || - || -
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Chryssalid Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
| [[File:ALIEN_IMPLANT.png|32px]]<br>'''Implant''' || ''Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.''<br>
 
|- align="center"  
 
| [[File:ALIEN_POISON.png|32px]]<br>'''Poisonous Claws''' || ''Has a chance to apply acid to enemies wounded with melee attacks.''
 
|-align="center"
 
| [[File:ALIEN_LEAP.png|32px]]<br>'''Leap''' || ''Allows vertical leaps onto elevated surfaces during movement.''
 
|-align="center"
 
| |[[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''
 
|-align="center"
 
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]<br>'''Adaptive Bone Marrow*''' || ''Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.''
 
|-
 
|}
 
  
{| class="wikitable" width="70%"  
+
|- align="center"
|-
+
! width="6%" | [[Alien Research (Long War)| Alien Research]]  !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|+ Possible Squad Leader Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"  
 
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]<br>'''Lightning Reflexes''' || ''The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.''
 
|- align="center"  
 
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.'
 
|-align="center"
 
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''
 
|-align="center"
 
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''
 
|-
 
 
|}
 
|}
 
{| class="wikitable" width="70%"
 
|-
 
|+ Possible Navigator Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"
 
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''
 
|-align="center"
 
|}
 
 
<br clear=right>
 
  
 
==Zombie==
 
==Zombie==
Line 640: Line 384:
 
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a "baby" Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.
 
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a "baby" Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
|+ Zombie Armaments
 
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities
+
|+
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only
+
|- align="center"
|- align="center"
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only
+
|- align="center"
|- align="center"  
+
|''Base Stats'' || - || - || - || - || - || - || -
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only
+
|- align="center"
|- align="center"  
+
|Normal || - || - || -10 || - || - || - || -
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only
+
|- align="center"
|- align="center"  
+
|Classic || - || - || -5 || -  || - || - || -
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only
+
|- align="center"
|- align="center"  
+
|Brutal || - || - || - || || - || - || -
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only
+
|- align="center"
|-
+
|Impossible || - || - || - || - || - || - || -
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Zombie Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! width="6%" | [[Alien Research (Long War)| Alien Research]]  !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
| [[File:REGENERATION.png|32px]]<br>'''Regeneration*''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.'
+
 
|-align="center"
+
|- align="center"
|}<br clear=right>
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
 +
|}
  
 
==Seeker==
 
==Seeker==
Line 688: Line 432:
 
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.
 
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
|+ Seeker Armaments
 
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance
+
|+
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
| Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0
+
|- align="center"
|- align="center"  
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0
+
|- align="center"
|- align="center"  
+
|''Base Stats'' || - || - || - || - || - || - || -
Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0
+
|- align="center"
|- align="center"  
+
|Normal || - || - || -10 || - || - || - || -
| Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0
+
|- align="center"
|-
+
|Classic || - || - || -5 || - || - || - || -
 +
|- align="center"
 +
|Brutal || - || - || - || - || - || - || -
 +
|- align="center"
 +
|Impossible || - || - || - || - || - || - || -
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Seeker Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
| [[File:SNIPER GUNSLINGER.png|32px]]<br>'''Gunslinger''' || ''Eliminates any range penalties for pistols.''
 
|-align="center"  
 
| [[File:ABILITY GHOST.png|32px]]<br>'''Stealth''' || ''The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.''
 
|- align="center"  
 
| [[File:STRANGLE.png|32px]]<br>'''Strangle''' || ''Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.''
 
|- align="center"  
 
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''
 
|- align="center"  
 
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''
 
|-
 
|}
 
  
{| class="wikitable" width="70%"  
+
|- align="center"
|-
+
! width="6%" | [[Alien Research (Long War)| Alien Research]]  !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|+ Possible Squad Leader Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"  
 
| [[File:ABILITY GHOST.png|32px]]<br> '''Unlimited Stealth''' || ''The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.''
 
|- align="center"  
 
| [[File:HEAVY_HOLO.png|32px]]<br>'''Holo-Targeting''' || ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''
 
|- align="center"  
 
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''
 
|- align="center"  
 
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''
 
|- align="center"  
 
| [[File:MEC_PLATFORM_STABILITY.png|32px]]<br>'''Platform Stability''' || ''Any shots taken without moving have +10 Aim and +10% critical chance.''
 
|- align="center"  
 
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''
 
|- align="center"  
 
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]<br> '''Close Encounters''' || ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''
 
|-
 
 
|}
 
|}
 
{| class="wikitable" width="70%"
 
|-
 
|+ Possible Navigator Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"
 
| [[File:ABILITY GHOST.png|32px]]<br>'''Unlimited Stealth''' || ''The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.''
 
|-
 
|}<br clear=right>
 
  
 
==Muton==
 
==Muton==
Line 769: Line 475:
 
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.
 
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
|+ Muton Armaments
 
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Damage !! Critical Damage !! Critical Chance
+
|+
|- style="vertical-align:top;"
 
 
|- align="center"
 
|- align="center"
| Alien Grenade || 5 || NA || NA
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
 
|- align="center"
 
|- align="center"
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
 
|- align="center"
 
|- align="center"
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5
+
|''Base Stats'' || - || - || - || - || - || - || -
 
|- align="center"
 
|- align="center"
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10  
+
|Normal || - || - || -10 || - || - || - || -
 
|- align="center"
 
|- align="center"
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10
+
|Classic || - || - || -5 || -  || - || - || -
|-
+
|- align="center"
 +
|Brutal || - || - || - || -  || - || - || -
 +
|- align="center"
 +
|Impossible || - || - || - || - || - || - || -
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Muton Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
| [[File:HEAVY SUPPRESSION.png|32px]]<br>'''Suppression''' || ''Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.''
 
|- align="center"  
 
| [[File:ALIEN_BLOODCALL.png|32px]]<br>'''Blood Call''' || ''Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.''
 
|- align="center"  
 
| [[File:ALIEN_INTIMIDATE.png|32px]]<br>'''Intimidate''' || ''Reacts unpredictably when wounded, provoking panic in enemies.<br>Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.''
 
|-
 
|}
 
  
{| class="wikitable" width="70%"  
+
|- align="center"
|-
+
! width="6%" | [[Alien Research (Long War)| Alien Research]]  !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|+ Possible Squad Leader Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"  
 
| [[File:SUPPORT_COVERINGFIRE.png|32px]]<br>'''Covering Fire''' || ''Allows reaction shot to trigger on enemy attacks, not just movement.''
 
|-align="center"
 
| [[File:SNIPER_OPPORTUNIST.png|32px]]<br>'''Opportunist''' || ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.''
 
|-align="center"  
 
| [[File:HEAVY_HEAT_AMMO.png|32px]]<br>'''Heat Warheads''' || ''Rockets and grenades do additional damage to robotic enemies.''
 
|-align="center"  
 
| [[File:ALIEN_BOMBARD.png|32px]]<br>'''Bombard''' || ''Throw or launch grenades over exceptionally long distances.''
 
|-align="center"
 
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]<br>'''Will to Survive''' || ''Reduces all normal damage taken by 1.5 if in cover and not flanked.''
 
|-align="center"  
 
| [[File:SUPPORT_SENTINEL.png|32px]]<br>'''Sentinel''' || ''Allows two reaction shots during Overwatch, instead of only one.''
 
|-align="center"  
 
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up ''' || ''Firing with the first action no longer ends turn.''
 
|-align="center"  
 
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''
 
|-align="center"  
 
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''
 
|-align="center"  
 
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''
 
|-align="center"
 
|-
 
 
|}
 
|}
 
{| class="wikitable" width="70%"
 
|-
 
|+ Possible Navigator Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"
 
| [[File:SUPPORT_COVERINGFIRE.png|32px]]<br>'''Covering Fire''' || ''Allows reaction shot to trigger on enemy attacks, not just movement.''
 
|- align="center"
 
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]<br>'''Hyper Reactive Pupils''' || ''Confers +10 Aim to any shot after a miss.''
 
|- align="center"
 
| [[File:Depth_Perception_(EU2012).png|32px]]<br>'''Depth Perception''' || ''Height Advantage confers an additional +5 Aim and +5 critical chance.''
 
|- align="center"
 
| [[File:SNIPER_SQUADSIGHT.png|32px]]<br>'''Squadsight''' || ''Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.''
 
|-
 
|}
 
<br clear=right>
 
 
==Muton Elite==
 
{{Unit Stat Box LW
 
|picture=[[File:Elite_Muton_(EU2012).png|125px]]
 
|hp=20-23
 
|aim=75-80
 
|defense=20
 
|will=40-49
 
|move=12
 
}}
 
Similar looking to Mutons, but with a red armor and a helmet.
 
 
They appear as Pod Leaders first, usually in pairs like normal Mutons, in the late game they entirely replace Mutons on missions.
 
Care must be taken, because they have a lot of innate defense and Tacical Sense, as well as a lot of firepower at their disposal. Their Heavy Plasma Weapons are both destructive and highly damaging, and even though they lost Initimidate, they still benefit from Bloodlust. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.
 
 
Their Overwatch becomes lethal with Oppurtunist, Covering Fire and Sentinel, they can fire twice with Light' Em Up and further with Squadsight, crit with Aggression and Bring 'Em On and respond to fire with RTS. Watch out for Bombard-Grenades, HEAT and Tandem Warheads as well as well. A encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to speed up their research.
 
 
One using Psionics to attack them should take care as well, as they gain high will and Neural Damping.
 
  
 
==Cyberdisc==
 
==Cyberdisc==
Line 889: Line 527:
 
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs "Death Blossom", so be cautious not to engage too closely.
 
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs "Death Blossom", so be cautious not to engage too closely.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
 
|-  
 
|-  
|+ Cyberdisc Armaments
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
| Alien Grenade || 5 || NA || NA
 
|- align="center"
 
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10
 
|- align="center"
 
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10
 
|- align="center"  
 
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10
 
|- align="center"
 
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10
 
|- align="center"
 
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10
 
|- align="center"
 
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10
 
|-
 
|}
 
 
 
{| class="wikitable" width="70%"
 
|-
 
|+ Cyberdisc Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
 
|- align="center"
 
|- align="center"
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''
+
|''Base Stats'' || - || - || - || - || - || - || -
|- align="center"
 
| [[File:ABILITY_FLIGHT.png|32px]]<br>'''Flight''' || ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.''
 
|- align="center"
 
| [[File:ABILITY_EVASION.png|32px]]<br>'''Evasion'''|| ''Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.''
 
|- align="center"
 
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]<br>'''Death Blossom'''|| ''Project an intense energy field from Closed position, damaging all nearby enemies.''
 
|-
 
|}
 
 
 
{| class="wikitable" width="70%"
 
|-  
 
|+ Possible Squad Leader Abilities
 
|-  
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
 
|- align="center"
 
|- align="center"
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''
+
|Normal || - || - || -10 || - || - || - || -
 
|- align="center"
 
|- align="center"
| [[File:ALIEN_BOMBARD.png|32px]]<br>'''Bombard''' || ''Throw or launch grenades over exceptionally long distances.''
+
|Classic || - || - || -5 || -  || - || - || -
 
|- align="center"
 
|- align="center"
| [[File:MEC_DAMAGE_CONTROL.png|32px]]<br> '''Damage Control''' || ''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''
+
|Brutal || - || - || - || -  || - || - || -
 
|- align="center"
 
|- align="center"
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''
+
|Impossible || - || - || - || - || - || - || -
 +
|}
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" width="75%"
 +
|-
 +
|+
 
|- align="center"
 
|- align="center"
| [[File:ASSAULT_AGGRESSION.png|32px]]<br>'''Aggression''' || ''Confers +10% critical chance per enemy in sight (max +30%).''
+
! colspan="12" | '''Stat/Perk Progression'''
|- align="center"  
 
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]<br> '''Reactive Targeting Sensors''' || ''Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there's enough ammo to do so.''
 
 
|- align="center"
 
|- align="center"
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up ''' || ''Firing with the first action no longer ends turn.''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
 +
 
 
|- align="center"
 
|- align="center"
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|-
 
 
|}
 
|}
 
'''Notes'''
 
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.
 
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.
 
<br clear=right>
 
  
 
==Mechtoid==
 
==Mechtoid==
Line 978: Line 577:
 
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.
 
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.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
|-
 
|+ Mechtoid Armaments
 
|-
 
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance
 
|- style="vertical-align:top;"
 
|- align="center"
 
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10
 
|- align="center"
 
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10
 
|- align="center"
 
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10
 
|- align="center"
 
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10
 
|-
 
|}
 
 
 
{| class="wikitable" width="70%"
 
|-
 
|+ Mechtoid Abilities
 
 
|-  
 
|-  
! width=""50px" align="center" | Ability !! Description
+
|+
|- style="vertical-align:top;"
 
|- align="center"
 
| [[File:HEAVY_BULLETSWARM.png|32px]]<br>'''Light 'Em Up ''' || ''Firing with the first action no longer ends turn.''
 
 
|- align="center"
 
|- align="center"
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
|-
 
|}
 
 
 
{| class="wikitable" width="70%"
 
|-
 
|+ Possible Squad Leader Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
|- align="center"
 
| [[File:SNIPER_EXECUTIONER.png|32px]]<br>'''Executioner''' || ''Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.''
 
|- align="center"
 
| [[File:MEC_PLATFORM_STABILITY.png|32px]]<br>'''Platform Stability''' || ''Any shots taken without moving have +10 Aim and +10% critical chance.''
 
 
|- align="center"
 
|- align="center"
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]<br>'''Advanced Fire Control''' || ''Shots from Overwatch no longer suffer any Aim penalty.''
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
 
|- align="center"
 
|- align="center"
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''
+
|''Base Stats'' || - || - || - || - || - || - || -
 
|- align="center"
 
|- align="center"
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''
+
|Normal || - || - || -10 || - || - || - || -
 
|- align="center"
 
|- align="center"
| [[File:HEAVY RAPIDREACTION.png|32px]]<br>'''Rapid Reaction''' || ''Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.''
+
|Classic || - || - || -5 || -  || - || - || -
 
|- align="center"
 
|- align="center"
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]<br> '''Reactive Targeting Sensors''' || ''Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there's enough ammo to do so.''
+
|Brutal || - || - || - || -  || - || - || -
 
|- align="center"
 
|- align="center"
| [[File:MEC_ABSORTION_FIELDS.png|32px]]<br>'''Absorption Fields''' || ''Reduces most incoming damage to this unit, scaling up as the damage increases.''
+
|Impossible || - || - || - || - || - || - || -
|-
 
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Possible Navigator Abilities
+
|+  
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
 
|- align="center"
 
|- align="center"
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''
+
! colspan="12" | '''Stat/Perk Progression'''
 
|- align="center"
 
|- align="center"
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|-
+
 
 +
|- align="center"
 +
! width="6%" | [[Alien Research (Long War)| Alien Research]]  !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
 
|}
 
|}
 
 
'''Notes'''
 
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.<br clear=right>
 
  
 
==Berserker==
 
==Berserker==
Line 1,068: Line 626:
 
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.
 
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
|+ Berserker Armaments
 
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities
+
|+
|- style="vertical-align:top;"
 
 
|- align="center"
 
|- align="center"
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
 
|- align="center"
 
|- align="center"
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
 
|- align="center"
 
|- align="center"
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only
+
|''Base Stats'' || - || - || - || - || - || - || -
 
|- align="center"
 
|- align="center"
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only
+
|Normal || - || - || -10 || - || - || - || -
 
|- align="center"
 
|- align="center"
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only
+
|Classic || - || - || -5 || -  || - || - || -
 
|- align="center"
 
|- align="center"
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only
+
|Brutal || - || - || - || -  || - || - || -
 
|- align="center"
 
|- align="center"
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only
+
|Impossible || - || - || - || - || - || - || -
|-
 
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Berserker Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
 
 
|- align="center"
 
|- align="center"
| [[File:ABILITY_HARDENED.png|32px]]<br> '''Hardened''' || ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|- align="center"  
 
| [[File:ALIEN_INTIMIDATE.png|32px]]<br>'''Intimidate''' || ''Reacts unpredictably when wounded, provoking panic in enemies.<br>Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.''
 
|- align="center"  
 
| [[File:ALIEN_BLOODLUST.png|32px]]<br>'''Bloodlust'''|| ''Allows the Berserker to charge an enemy that wounds it.''
 
|- align="center"  
 
| |[[File:ALIEN_BULLRUSH.png|32px]]<br>'''Bull Rush'''|| ''Charge in a straight line through cover to unleash a devastating melee attack''
 
|-
 
|}
 
  
{| class="wikitable" width="70%"
 
|-
 
|+ Possible Squad Leader Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Description
 
|- style="vertical-align:top;"
 
 
|- align="center"
 
|- align="center"
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br> '''Shock-Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|- align="center"  
 
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''
 
|- align="center"  
 
| [[File:Neural_Damping_(EU2012).png|32px]]<br>'''Neural Damping''' || ''Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.''
 
|-align="center"
 
| [[File:SUPPORT_SPRINTER.png|32px]]<br>'''Sprinter''' || ''Grants 3 additional points of movement to the unit.''
 
|-align="center"  
 
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''
 
|-
 
 
|}
 
|}
  
'''Notes'''
+
==Sectoid Commander==
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. <br clear=right>
+
{{Unit Stat Box LW
 +
|appears=Late
 +
|picture=[[File:Sectoid (EU2012).png|125px]]
 +
|hp=15
 +
|aim=85
 +
|defense=20
 +
|will=90
 +
|move=12
 +
}}
 +
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.
  
==Heavy Floater==
 
[[File:537px-Heavyfloater.jpg|right|thumb]]
 
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC's and Shiv's, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective.
 
  
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.
+
{| class="wikitable" width="50%"
 +
|-
 +
|+
 +
|- align="center"
 +
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
 +
|- align="center"
 +
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
 +
|- align="center"
 +
|''Base Stats'' || - || - || - || - || - || - || -
 +
|- align="center"
 +
|Normal || - || - || -10 || - || - || - || -
 +
|- align="center"
 +
|Classic || - || - || -5 || -  || - || - || -
 +
|- align="center"
 +
|Brutal || - || - || - || -  || - || - || -
 +
|- align="center"
 +
|Impossible || - || - || - || - || - || - || -
 +
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Possible Squad Leader Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''
+
 
|-align="center"  
+
|- align="center"
| [[File:HEAVY_HEAT_AMMO.png|32px]]<br>'''Heat Ammo''' || ''Primary weapon does additional damage to robotic enemies.''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|-align="center"  
 
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]<br>'''Close Encounters''' || ''The first standard shot made within 4 tiles of the target does not cost an action.''
 
|-align="center"  
 
| [[File:ALIEN BOMBARD.png|32px]]<br> '''Bombard''' || ''Throw or launch grenades over exceptionally long distances.''
 
|-align="center"  
 
| [[File:ASSAULT_TACTICALSENSE.png|32px]]<br>'''Tactical Sense''' || ''Confers +5 Defense per enemy in sight (max +20).''
 
|-align="center"  
 
| [[File:ABILITY READYFORANYTHING.png|32px]]<br>'''Ready for Anything''' || ''If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.''
 
|-align="center"  
 
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]<br>'''Will to Survive''' || ''Reduces all normal damage taken by 1.5 if in cover and not flanked.''
 
|-align="center"  
 
| [[File:HEAVY_MAYHEM.png|32px]]<br>'''Mayhem''' || ''Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.''
 
|- align="center"  
 
| [[File:HEAVY_DANGERZONE.png|32px]]<br>'''Danger Zone''' || ''Increases area of effect for Suppression, rocket launchers and offensive grenades.''
 
|- align="center"  
 
 
|}
 
|}
  
==Sectopod==
+
==Heavy Floater==
[[File:Sectopod 2 (EU2012).png|right|thumb]]
+
{{Unit Stat Box LW
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.
+
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]
 +
|hp=-
 +
|aim=-
 +
|defense=-
 +
|will=-
 +
|move=-
 +
}}
 +
An improvement over the original floater.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
|+ Sectopod Armaments
 
 
|-  
 
|-  
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance
+
|+
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
| Sectopod Cluster Bomb || 5 to 9 || 9 to 12 || 10
+
|- align="center"
|- align="center"  
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
| Sectopod Cannon || 7 to 11 || 11 to 15 || 0
+
|- align="center"
|- align="center"  
+
|''Base Stats'' || - || - || - || - || - || - || -
| Sectopod Chest Cannon || 8 to 14 || 14 to 19 || 10
+
|- align="center"
|- align="center"  
+
|Normal || - || - || -10 || - || - || - || -
| Upgraded Sectopod Chest Cannon III || 16 to 26 || 26 to 37 || 10
+
|- align="center"
|-
+
|Classic || - || - || -5 || -  || - || - || -
 +
|- align="center"
 +
|Brutal || - || - || - || -  || - || - || -
 +
|- align="center"
 +
|Impossible || - || - || - || - || - || - || -
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Possible Squad Leader Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
| [[File:MEC_REPAIR_SERVOS.png|32px]]<br>'''Repair Servos''' || ''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''
+
 
|-align="center"  
+
|- align="center"
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]<br>'''Automated Threat Assessment''' || ''Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|-align="center"  
 
| [[File:SUPPORT_SENTINEL.png|32px]]<br>'''Sentinel''' || ''Allows two reaction shots during Overwatch, instead of only one.''
 
|-align="center"  
 
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]<br> '''Reactive Targeting Sensors''' || ''Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there's enough ammo to do so.''
 
|-align="center"  
 
| [[File:HEAVY BULLETSWARM.png|32px]]<br>'''Light 'Em Up''' || ''Firing with the first action no longer ends turn.''
 
|-align="center"  
 
| [[File:MEC_ABSORTION_FIELDS.png|32px]]<br>'''Absorption Fields''' || ''Reduces most incoming damage to this unit, scaling up as the damage increases.''
 
|-align="center"  
 
 
|}
 
|}
  
==Sectoid Commander==
+
==Muton Elite==
 
{{Unit Stat Box LW
 
{{Unit Stat Box LW
|appears=Late
+
|picture=[[File:Elite_Muton_(EU2012).png|125px]]
|picture=[[File:Sectoid (EU2012).png|125px]]
+
|hp=20-23
|hp=15
+
|aim=75-80
|aim=85
 
 
|defense=20
 
|defense=20
|will=90
+
|will=40-49
 
|move=12
 
|move=12
 
}}
 
}}
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics. Sectoid Commanders can use Mind Control.
+
Similar looking to Mutons, but with a red armor and a helmet.
 +
 
 +
They appear as Pod Leaders first, usually in pairs like normal Mutons, in the late game they entirely replace Mutons on missions.
 +
Care must be taken, because they have a lot of innate defense and Tacical Sense, as well as a lot of firepower at their disposal. Their Heavy Plasma Weapons are both destructive and highly damaging, and even though they lost Initimidate, they still benefit from Bloodlust. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.
 +
 
 +
Their Overwatch becomes lethal with Oppurtunist, Covering Fire and Sentinel, they can fire twice with Light' Em Up and further with Squadsight, crit with Aggression and Bring 'Em On and respond to fire with RTS. Watch out for Bombard-Grenades, HEAT and Tandem Warheads as well as well. A encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to speed up their research.  
  
 +
One using Psionics to attack them should take care as well, as they gain high will and Neural Damping.
  
{| class="wikitable" width="70%"  
+
{| class="wikitable" width="50%"  
 
|-  
 
|-  
|+ Sectoid Armaments
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0
+
|- align="center"
|- align="center"  
+
|''Base Stats'' || - || - || - || - || - || - || -
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0
+
|- align="center"
|- align="center"  
+
|Normal || - || - || -10 || - || - || - || -
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0
+
|- align="center"
|- align="center"  
+
|Classic || - || - || -5 || || - || - || -
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0
+
|- align="center"
|-
+
|Brutal || - || - || - || -  || - || - || -
 +
|- align="center"
 +
|Impossible || - || - || - || - || - || - || -
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Sectoid Commander Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
+
|- align="center"
|-align="center"  
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
| [[File:SNIPER GUNSLINGER.png|32px]]<br>'''Gunslinger''' || ''Eliminates any range penalties for pistols.''
+
 
|-align="center"  
+
|- align="center"
| [[File:PSIONIC_MINDCONTROL.png|32px]]<br>'''Mind Control''' || ''Take control of the target if target's Will is overcome.<br> ''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|-align="center"  
 
| [[File:PSIONIC MINDMERGE.png|32px]]<br>'''Greater Mind Merge''' || ''Psionically assist an ally, granting the ally an array of stat bonuses.<br>  ''
 
|- align="center"  
 
| [[File:PSIONIC_MINDFRAY.png|32px]]<br>'''Mind Fray'''|| ''Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.''
 
|- align="center"  
 
|[[File:PSIONIC PANIC.png|32px]]<br>'''Psi Panic'''|| ''Cause target to panic if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''
 
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
==Sectopod==
 +
[[File:Sectopod 2 (EU2012).png|right|thumb]]
 +
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.
 +
 
 +
{| class="wikitable" width="50%"  
 
|-  
 
|-  
|+ Possible Squad Leader Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
| [[File:SNIPER_LOWPROFILE.png|32px]]<br>'''Low Profile''' || ''Makes partial cover count as full.''
+
|- align="center"
|-align="center"  
+
|''Base Stats'' || - || - || - || - || - || - || -
| [[File:ASSAULT BRINGTHEMON.png|32px]]<br>'''Bring 'Em On''' || ''Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)''
+
|- align="center"
|-align="center"  
+
|Normal || - || - || -10 || - || - || - || -
| [[File:HEAVY RAPIDREACTION.png|32px]]<br>'''Rapid Reaction''' || ''Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.''
+
|- align="center"
|-align="center"  
+
|Classic || - || - || -5 || -  || - || - || -
| [[File:SNIPER OPPORTUNIST.png|32px]]<br>'''Opportunist''' || ''Negates aim penalties for Overwatch shots.''
+
|- align="center"
|-align="center"  
+
|Brutal || - || - || - || -  || - || - || -
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''
+
|- align="center"
|-align="center"  
+
|Impossible || - || - || - || - || - || - || -
| [[File:COMBINED_ARMS.png|32px]]<br>'''Combined Arms''' || ''Allows the squad that this unit belongs to to ignore 1 point of DR.''
 
|-align="center"  
 
 
|}
 
|}
  
{| class="wikitable" width="70%"  
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
 
|-  
 
|-  
|+ Possible Navigator Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
| [[File:SNIPER_LOWPROFILE.png|32px]]<br>'''Low Profile''' || ''Makes partial cover count as full.''
+
 
|-align="center"  
+
|- align="center"
| [[File:REGENERATION.png|32px]]<br>'''Regeneration''' || ''Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.''
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
 
|}
 
|}
 +
 +
  
 
==Ethereal==
 
==Ethereal==
Line 1,288: Line 833:
 
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal's represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker. The Ethereal's '''Psionic Lance''' is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can't be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].
 
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal's represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker. The Ethereal's '''Psionic Lance''' is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can't be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].
  
{| class="wikitable" width="70%"
+
{| class="wikitable" width="50%"  
 
|-  
 
|-  
|+ Ethereal Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="8" | '''Base Stats and Difficulty Modifiers'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will
| [[File:PSIONIC_MINDFRAY.png|32px]]<br>'''Mind Fray'''|| ''Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.''
+
|- align="center"
|- align="center"  
+
|''Base Stats'' || - || - || - || - || - || - || -
|[[File:PSIONIC PANIC.png|32px]]<br>'''Psi Panic'''|| ''Cause target to panic if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''
+
|- align="center"
|- align="center"  
+
|Normal || - || - || -10 || - || - || - || -
|[[File:PSIONIC_RIFT.png|32px]]<br>'''Rift'''|| ''Deal massive damage within an area of effect. Rift persists over several turns.''
+
|- align="center"
|- align="center"  
+
|Classic || - || - || -5 || -  || - || - || -
|[[File:PSIONIC_MINDCONTROL.png|32px]]<br>'''Mind Control'''|| ''Take control of target if target's Will is overcome. Robotic enemies are immune. ''
+
|- align="center"
 +
|Brutal || - || - || - || - || - || - || -
 +
|- align="center"
 +
|Impossible || - || - || - || - || - || - || -
 
|}
 
|}
  
 
+
{| class="wikitable mw-collapsible mw-collapsed" width="75%"  
{| class="wikitable" width="70%"  
 
 
|-  
 
|-  
|+ Possible Squad Leader Abilities
+
|+  
|-  
+
|- align="center"
! width=""50px" align="center" | Ability !! Description
+
! colspan="12" | '''Stat/Perk Progression'''
|- style="vertical-align:top;"
+
|- align="center"
|- align="center"  
+
! width="6%" | [[Alien Research (Long War)| Alien Research]]  !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
  
 
+
|- align="center"
| [[File:MEC DISTORTION FIELD.png|32px]]<br>'''Disortion Field''' || Nearby allies in cover receive +10 Defense. (Passive ability)
+
! width="6%" | [[Alien Research (Long War)| Alien Research]] !! width="9%" | {{Damage Icon}} Base Damage !! width="5%" |{{Health (Long War)}} HP !! width="5%" | {{Aim (Long War)}} Aim !! width="8%" | {{Crit Hit Chance Icon}} Crit. Chance !! width="5%" | {{DR (Long War)}} DR !! width="5%" | {{Defense (Long War)}} Defense  !! width="5%" | {{Mobility (Long War)}} Mobility !! width="5%" | {{Will (Long War)}} Will !! width="9%" | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width="12%" | Leader Level / Navigator Chance
|-align="center"  
 
| [[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]<br>'''Shock Absorbent Armor''' || ''Damage received from enemies within 4 tiles is reduced by 33%.''
 
|-align="center"  
 
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]<br>'''Lightning Reflexes''' || ''Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.''
 
|-align="center"  
 
| [[File:SUPPORT_SPRINTER.png|32px]]<br> '''Sprinter''' || ''Confers an extra 3 tiles of movement.''
 
|-align="center"  
 
| [[File:SNIPER_EXECUTIONER.png|32px]]<br>'''Executioner''' || ''Grants an addition +10 aim and +10 crit chance against ''
 
|-align="center"  
 
 
|}
 
|}
  

Revision as of 04:52, 24 March 2015

This page may be outdated. It is up-to-date for version b13. The latest version is 1.0.
Long War Main Page
A Chryssalid squad leader compared to its smaller brethren.

Much like in vanilla, aliens deploy in "pods", which are "activated" by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.

Each "pod" will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.

All pods now make noise when they move, but some pods will choose to lurk rather than patrol. The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO's, 40%, and on small UFO's, 10%.

The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.







Sectoid

Appears
Normal March
Terror -
Sectoid (EU2012).png
Damage {{{damage}}}
HP 3 - 15
Defense 0 - 28
Aim 65 - 89
Crit Chance {{{crit}}}
Movement 12 - 13
Will 5 - 120

Sectoids behave in much the same way as you'd expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn't kill outright. Sectoid squad leaders get the Low Profile perk. All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.

Unlike most alien types, Sectoid pod leaders do +1 damage over regular sectoids at the start of the game without requiring extra research.

Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses. After Xenobiology is researched, the council will request Sectoid Corpses from time to time. Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a very slight boost to the requesting nations defense against panic.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats 4 3 65 0 0 12 5
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible +1 +1 - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
0 - - - - - - - - -
Gunslinger
-
0 - - - - - - - - -
Suppression
-
0 - - - - - - - - -
Mindfray
-
0 - - - - - - - - -
Mind Merge
-
0 - - - - - - - - -
Psi Panic
-
15 - +1 - - - - - +10 - - -
30 - - - - - - - +10 - - -
30 - - +3 - - - - - - - 20%
75 - - - - - - - +10 - - -
120 +1 - +4 - - +4 - +10 - - -
180 - +1 - - - - - +5 - - -
180 - +1 - - - - - +5 - - 20%
240 - - - - - - - +5 - - -
270 - - - - - - - - -
Low Profile
-
300 - - +4 - - +4 - +5 - - -
300 - +1 - - - - - +15 - - 15%
300 - +1 - - - - - +10 - - 20%
360 - - - - - +4 +1 +5 - - -
420 +1 +1 +4 - - - - +5 - - -
510 - - - - - +4 - +5 - - -
600 +1 +1 +4 - - +4 - +5 - - -
690 - - - - - +4 - +5 - - -
720 - +1 - - - - - +5 -
Adaptive Bone Marrow
-
800 - +1 - - - +4 - +5 - - -
900 +1 +3 +4 - - - - +15 - - -
1200 +1 +3 +4 - - - - +15 - - -
0 +1 +1 - - - - - +5 -
Low Profile
Level 1
0 - - +4 - - - - +5 - - Level 2
0 +1 - - - - - - +5 - - Level 3
0 - +1 +4 - - - - +5 -
Executioner
Level 4
0 - - - - - - - +5 -
Rapid Reaction
Level 5
0 - +1 +4 - - - - +5 - - Level 6
0 +1 - +4 - - - - +5 -
Tactical Sense
Level 7
0 +1 +5 +4 - - - - +5 -
Adaptive Bone Marrow
Level 8
0 +1 +2 +4 - - - - +5 -
Combined Arms
Level 9
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Drone

Appears
Normal March
Terror -
Drone (EU2012).jpg
Damage {{{damage}}}
HP 3
Defense 0
Aim 60
Crit Chance {{{crit}}}
Movement 12
Flight Fuel 32
Will 0

Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.

Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter. Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Outsider

Appears
Normal March
Terror -
Outsider (EU2012).jpg
Damage {{{damage}}}
HP 10-33
Defense 0-25
Aim 75-130
Crit Chance {{{crit}}}
Movement 12-18
Will 20

Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO's Outsider until you're ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla. On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.

When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.

Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys. These are essential for initiating base assault missions, a requirement for ending the game. They also carry light plasma rifles.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Notes

  • Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.

Thin Man

Appears
Normal March
Terror -
Thin Man 1 (EU2012).png
Damage {{{damage}}}
HP 5 - 22
Defense 0 - 35
Aim 70 - 105
Crit Chance {{{crit}}}
Movement 14 - 19
Will 25 - 55

Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won't take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.

Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses. These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x). The Thin Man interrogation gives a 25% research credit towards laser weaponry.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Floater

Appears
Normal March
Terror -
Floater 1 (EU2012).png
Damage {{{damage}}}
HP 5 - 16
Defense 0 - 16
Aim 65 - 90
Crit Chance {{{crit}}}
Movement 14 - 21
Flight Fuel 32
Will 20 - 44

Floaters behave identically to vanilla floaters. Floater squad leaders often gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Chryssalid

Appears
Normal March
Terror -
Chryssalid 1 (EU2012).png
Damage {{{damage}}}
HP 8-62
Defense 10-30
Aim
Crit Chance {{{crit}}}
Movement 20-25
Will 120

Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid's claw poison has been replaced with acid.

AP/frag grenades are an effective early counter to Chryssalids, since they'll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don't benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won't reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.

Chryssalids on a terror mission will always spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.

Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Zombie

Appears
Normal March
Terror -
Zombie 1 (EU2012).png
Damage {{{damage}}}
HP 12-23
Defense 0
Aim
Crit Chance {{{crit}}}
Movement 9-13
Will 120

Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie 'pack' do not seem to spawn chryssalids if left to their own devices for too long.

Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a "baby" Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Seeker

Appears
Normal March
Terror -
Seeker (EU2012).png
Damage {{{damage}}}
HP 4-53
Defense 0-15
Aim 65-89
Crit Chance {{{crit}}}
Movement 16-22
Flight Fuel 32
Will 0

Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn't much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.

Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you're waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be 'detected' by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an 'IMMUNE' popup will still appear) that catch an invisible seeker in their area will force them to decloak.

If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach. Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Muton

Appears
Normal March
Terror -
Muton 1 (EU2012).png
Damage {{{damage}}}
HP 8-40
Defense 10-29
Aim 70-110
Crit Chance {{{crit}}}
Movement 12
Will 10-47

Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Cyberdisc

Appears
Normal March
Terror -
Cyberdisc 1 (EU2012).png
Damage {{{damage}}}
HP 18-55
Defense 0
Aim 70-92
Crit Chance {{{crit}}}
Movement 18-21
Flight Fuel 32
Will 0

Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.

Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it's close to that of a chryssalid; if they're not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire.

The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.

One important note about the Cyberdisc is that they only have the "Hardened" trait as long as they're closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.

In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs "Death Blossom", so be cautious not to engage too closely.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Mechtoid

Appears
Normal March
Terror -
Mechtoid (EU2012).png
Damage {{{damage}}}
HP 25-50
Shield HP 6-16
Defense 0
Aim 75-93
Crit Chance {{{crit}}}
Movement 14-15
Will 0

Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.

Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisc, the Mechtoid will eventually gain access to Reactive Targeting Sensors.

The Psi Shield granted to Mechtoids by Mind Merge also grants a significant amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.

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.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Berserker

Appears
Normal March
Terror -
Berserker (EU2012).png
Damage {{{damage}}}
HP 25-78
Defense 20-30
Aim
Crit Chance {{{crit}}}
Movement 17-21
Will 80

Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.

Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you're not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don't go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.

Since it's possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.

Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Sectoid Commander

Appears
Normal Late
Terror -
Sectoid (EU2012).png
Damage {{{damage}}}
HP 15
Defense 20
Aim 85
Crit Chance {{{crit}}}
Movement 12
Will 90

Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics. Sectoid Commanders can use Mind Control.


Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Heavy Floater

Appears
Normal -
Terror -
Heavy Floater 1 (EU2012).png
Damage {{{damage}}}
HP -
Defense -
Aim -
Crit Chance {{{crit}}}
Movement -
Will -

An improvement over the original floater.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Muton Elite

Appears
Normal -
Terror -
Elite Muton (EU2012).png
Damage {{{damage}}}
HP 20-23
Defense 20
Aim 75-80
Crit Chance {{{crit}}}
Movement 12
Will 40-49

Similar looking to Mutons, but with a red armor and a helmet.

They appear as Pod Leaders first, usually in pairs like normal Mutons, in the late game they entirely replace Mutons on missions. Care must be taken, because they have a lot of innate defense and Tacical Sense, as well as a lot of firepower at their disposal. Their Heavy Plasma Weapons are both destructive and highly damaging, and even though they lost Initimidate, they still benefit from Bloodlust. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.

Their Overwatch becomes lethal with Oppurtunist, Covering Fire and Sentinel, they can fire twice with Light' Em Up and further with Squadsight, crit with Aggression and Bring 'Em On and respond to fire with RTS. Watch out for Bombard-Grenades, HEAT and Tandem Warheads as well as well. A encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to speed up their research.

One using Psionics to attack them should take care as well, as they gain high will and Neural Damping.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

Sectopod

Sectopod 2 (EU2012).png

Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance


Ethereal

Ethereal (EU2012).png

The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power. Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal's represent the pinnacle of psionic deadliness. Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker. The Ethereal's Psionic Lance is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by Suppression, but it can't be disabled with Disabling Shot.

Base Stats and Difficulty Modifiers
Difficulty
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Defense
Defense
Mobility
Mobility
Will
Will
Base Stats - - - - - - -
Normal - - -10 - - - -
Classic - - -5 - - - -
Brutal - - - - - - -
Impossible - - - - - - -
Stat/Perk Progression
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance
Alien Research
Damage

Base Damage
Health
HP
Aim
Aim
Critical Hit Chance

Crit. Chance
Damage Reduction
DR
Defense
Defense
Mobility
Mobility
Will
Will
Bonus Regeneration
Bonus Regen
Perk Leader Level / Navigator Chance

See also

Head red 2.png Long War: Aliens 
Aliens

Alien Life FormsAlien MissionsAlien DeploymentAlien ArtifactsAlien ResearchAlien ResourcesUFOsXCOM Threat