Alien Life Forms (Long War)

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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 3-20
Defense 0-15
Aim 65-115
Crit Chance {{{crit}}}
Movement 12
Will 5-105

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.

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 slight boost to the requesting nations defense against panic.

Sectoid Armaments
Weapon Base Damage Critical Damage Critical Chance
Sectoid Plasma Pistol 3 to 5 4 to 6 0
Upgraded Sectoid Plasma Pistol I 4 to 6 6 to 9 0
Upgraded Sectoid Plasma Pistol II 5 to 7 8 to 11 0
Upgraded Sectoid Plasma Pistol III 6 to 8 9 to 12 0
Sectoid Abilities
Ability Description
SNIPER GUNSLINGER.png
Gunslinger
Eliminates any range penalties for pistols.
HEAVY SUPPRESSION.png
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.
PSIONIC MINDMERGE.png
Mind Merge
Psionically assist an ally, granting the ally an array of stat bonuses.
PSIONIC MINDFRAY.png
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.
PSIONIC PANIC.png
Psi Panic
Cause target to panic if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
Possible Squad Leader Abilities
Ability Description
SNIPER LOWPROFILE.png
Low Profile
Makes partial cover count as full.
ASSAULT BRINGTHEMON.png
Bring 'Em On
Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)
HEAVY RAPIDREACTION.png
Rapid Reaction
Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.
SNIPER OPPORTUNIST.png
Opportunist
Negates aim penalties for Overwatch shots.
REGENERATION.png
Regeneration
Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.
COMBINED ARMS.png
Combined Arms
Allows the squad that this unit belongs to to ignore 1 point of DR.
Possible Navigator Abilities
Ability Description
SNIPER LOWPROFILE.png
Low Profile
Makes partial cover count as full.
REGENERATION.png
Regeneration
Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.

Drone

Appears
Normal March
Terror -
Drone (EU2012).jpg
Damage {{{damage}}}
HP 3-56
Defense 0-20
Aim 60-100
Crit Chance {{{crit}}}
Movement 12-14
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.

Drone Armaments
Weapon Base Damage Critical Damage Critical Chance
Drone Beam 1 to 3 3 to 5 0
Upgraded Drone Beam I 2 to 4 3 to 6 0
Upgraded Drone Beam II 3 to 5 5 to 8 0
Drone Abilities
Ability Description
ALIEN REPAIR.png
Repair
Repairs robotic units.
ALIEN OVERLOAD.png
Overload
Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's..
ABILITY FLIGHT.png
Flight
Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.
ABILITY EVASION.png
Evasion
Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.
ABILITY HARDENED.png
Hardened
Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.
Possible Squad Leader Abilities
Ability Description
HEAVY HOLO.png
Holo-Targeting
Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
MEC ABSORTION FIELDS.png
Absorption Fields
Reduces most incoming damage to this unit, scaling up as the damage increases.
HEAVY BULLETSWARM.png
Light 'Em Up
Firing the primary weapon as the first action of your turn no longer ends your turn.
Possible Navigator Abilities
Ability Description
HEAVY HOLO.png
Holo-Targeting
Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.

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.

Outsider Armaments
Weapon Base Damage Critical Damage Critical Chance
Outsider Light Plasma Rifle 4 to 6 7 to 9 10
Upgraded Outsider Light Plasma Rifle I 5 to 7 8 to 11 10
Upgraded Outsider Light Plasma Rifle II 6 to 8 9 to 12 10
Upgraded Outsider Light Plasma Rifle III 7 to 9 11 to 14 10
Upgraded Outsider Light Plasma Rifle IV 8 to 10 12 to 15 20
Outsider Abilities
Ability Description
HEAVY SUPPRESSION.png
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.
REGENERATION.png
Regeneration
Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.
Possible Squad Leader Abilities
Ability Description
ABILITY READYFORANYTHING.png
Ready for Anything
If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.
SNIPER SQUADSIGHT.png
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

  • 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.
  • Outsiders will gain additional DR as the game progresses, up to a maximum of +3.


Thin Man

Appears
Normal March
Terror -
Thin Man 1 (EU2012).png
Damage {{{damage}}}
HP 5-33
Defense 0-25
Aim 70-135
Crit Chance {{{crit}}}
Movement 15
Will 15-46

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

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.

Thin Man Armaments
Weapon Damage Critical Damage Critical Chance
Thin Man Plasma Light Rifle 4 to 6 7 to 9 10
Upgraded Thin Man Plasma Light Rifle I 5 to 7 8 to 11 15
Upgraded Thin Man Plasma Light Rifle II 6 to 8 9 to 12 15
Upgraded Thin Man Plasma Light Rifle III 7 to 9 11 to 14 25
Thin Man Abilities
Ability Description
HEAVY SUPPRESSION.png
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.
ALIEN POISON.png
Poison Spit
Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.
ALIEN LEAP.png
Leap
Allows vertical leaps onto elevated surfaces during movement.
Adaptive Bone Marrow (EU2012).png
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.
Possible Squad Leader Abilities
Ability Description
SNIPER EXECUTIONER.png
Executioner
Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.
ASSAULT CLOSEPERSONAL.png
Close Encounters
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
32px
Sharpshooter
Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.
ALIEN BOMBARD.png
Bombard
Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.
SNIPER SQUADSIGHT.png
Squadsight
Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.
HEAVY RAPIDREACTION.png
Rapid Reaction
Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.
SUPPORT SPRINTER.png
Sprinter
Grants 3 additional points of movement to the unit.
ASSAULT LIGHTNINGREFLEXES.png
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.
ASSAULT AGGRESSION.png
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
COMBINED ARMS.png
Combined Arms
Allows the squad that this unit belongs to to ignore 1 point of DR.
Possible Navigator Abilities
Ability Description
SNIPER EXECUTIONER.png
Executioner
Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.
SNIPER DGG.png
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
SUPPORT SPRINTER.png
Sprinter
Grants 3 additional points of movement to the unit.
ASSAULT LIGHTNINGREFLEXES.png
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.
REGENERATION.png
Regeneration
Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.
SNIPER SQUADSIGHT.png
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

  • Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.

Floater

Appears
Normal March
Terror -
Floater 1 (EU2012).png
Damage {{{damage}}}
HP 5-45
Defense 0-15
Aim 70-132
Crit Chance {{{crit}}}
Movement 15
Flight Fuel 32
Will 15-50

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

Floater Armaments
Weapon Base Damage Critical Damage Critical Chance
Floater Plasma Light Rifle 4 to 6 7 to 9 10
Upgraded Floater Plasma Light Rifle I 5 to 7 8 to 11 10
Upgraded Floater Plasma Light Rifle II 6 to 8 9 to 12 10
Floater Abilities
Ability Description
HEAVY SUPPRESSION.png
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.
ABILITY FLIGHT.png
Flight
Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.
ALIEN LAUNCH.png
Launch
Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.
Will end the Floater's turn.
ABILITY EVASION.png
Evasion
Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.
Possible Squad Leader Abilities
Ability Description
SNIPER DGG.png
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
ASSAULT CLOSECOMBAT.png
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
HEAVY DANGERZONE.png
Danger Zone
Increases area of effect for Suppression, rocket launchers and offensive grenades.
SUPPORT SPRINTER.png
Sprinter
Grants 3 additional points of movement to the unit.
HEAVY MAYHEM.png
Mayhem
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
ABILITY READYFORANYTHING.png
Ready for Anything
If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.
REGENERATION.png
Regeneration
Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.
ASSAULT AGGRESSION.png
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
COMBINED ARMS.png
Combined Arms
Allows the squad that this unit belongs to to ignore 1 point of DR.
Possible Navigator Abilities
Ability Description
HEAVY DANGERZONE.png
Danger Zone
Increases area of effect for Suppression, rocket launchers and offensive grenades.


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 half, 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.

Chryssalid Armaments
Weapon Base Damage Critical Damage Critical Chance Abilities
Chryssalid Claw 7 to 9 11 to 14 25 Melee Only
Upgraded Chryssalid Claw I 8 to 10 12 to 15 25 Melee Only
Upgraded Chryssalid Claw II 9 to 11 14 to 17 25 Melee Only
Upgraded Chryssalid Claw III 10 to 12 15 to 18 25 Melee Only
Upgraded Chryssalid Claw IV 11 to 13 17 to 20 25 Melee Only
Chryssalid Abilities
Ability Description
ALIEN IMPLANT.png
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.
ALIEN POISON.png
Poisonous Claws
Has a chance to apply acid to enemies wounded with melee attacks.
ALIEN LEAP.png
Leap
Allows vertical leaps onto elevated surfaces during movement.
ABILITY HARDENED.png
Hardened
Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.
Adaptive Bone Marrow (EU2012).png
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.
Possible Squad Leader Abilities
Ability Description
ASSAULT LIGHTNINGREFLEXES.png
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.
REGENERATION.png
Regeneration
Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.'
SUPPORT SPRINTER.png
Sprinter
Grants 3 additional points of movement to the unit.
MEC SHOCK ABSORBENT ARMOR.png
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
Possible Navigator Abilities
Ability Description
REGENERATION.png
Regeneration
Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.


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.

Zombie Armaments
Weapon Base Damage Critical Damage Critical Chance Abilities
Zombie Fist 6 to 8 9 to 12 0 Melee Only
Upgraded Zombie Fist I 7 to 9 11 to 14 0 Melee Only
Upgraded Zombie Fist II 8 to 10 12 to 15 0 Melee Only
Upgraded Zombie Fist III 9 to 11 14 to 17 0 Melee Only
Upgraded Zombie Fist IV 10 to 12 15 to 18 0 Melee Only
Upgraded Zombie Fist V 11 to 13 17 to 20 0 Melee Only
Zombie Abilities
Ability Description
REGENERATION.png
Regeneration*
Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.'


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.

Seeker Armaments
Weapon Base Damage Critical Damage Critical Chance
Seeker Plasma Pistol 2 to 4 3 to 6 0
Upgraded Seeker Plasma Pistol I 3 to 5 5 to 8 0
Upgraded Seeker Plasma Pistol II 4 to 6 7 to 9 0
Upgraded Seeker Plasma Pistol III 5 to 7 8 to 11 0
Seeker Abilities
Ability Description
SNIPER GUNSLINGER.png
Gunslinger
Eliminates any range penalties for pistols.
ABILITY GHOST.png
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.
STRANGLE.png
Strangle
Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.
ABILITY FLIGHT.png
Flight
Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.
ABILITY EVASION.png
Evasion
Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.
Possible Squad Leader Abilities
Ability Description
ABILITY GHOST.png
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.
HEAVY HOLO.png
Holo-Targeting
Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
MEC REPAIR SERVOS.png
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.
MEC AUTOMATED THREAT ASSESSMENT.png
Automated Threat Assessment
Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.
MEC PLATFORM STABILITY.png
Platform Stability
Any shots taken without moving have +10 Aim and +10% critical chance.
MEC SHOCK ABSORBENT ARMOR.png
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
ASSAULT CLOSEPERSONAL.png
Close Encounters
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
Possible Navigator Abilities
Ability Description
ABILITY GHOST.png
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.


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.

Muton Armaments
Weapon Damage Critical Damage Critical Chance
Alien Grenade 5 NA NA
Muton Light Plasma Rifle 5 to 7 8 to 11 5
Upgraded Muton Light Plasma Rifle I 6 to 8 9 to 12 5
Muton Plasma Rifle 7 to 9 11 to 14 10
Upgraded Muton Plasma Rifle I 8 to 10 12 to 15 10
Muton Abilities
Ability Description
HEAVY SUPPRESSION.png
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.
ALIEN BLOODCALL.png
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.
ALIEN INTIMIDATE.png
Intimidate
Reacts unpredictably when wounded, provoking panic in enemies.
Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.
Possible Squad Leader Abilities
Ability Description
SUPPORT COVERINGFIRE.png
Covering Fire
Allows reaction shot to trigger on enemy attacks, not just movement.
SNIPER OPPORTUNIST.png
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
HEAVY HEAT AMMO.png
Heat Warheads
Rockets and grenades do additional damage to robotic enemies.
ALIEN BOMBARD.png
Bombard
Throw or launch grenades over exceptionally long distances.
HEAVY WILLTOSURVIVE.png
Will to Survive
Reduces all normal damage taken by 1.5 if in cover and not flanked.
SUPPORT SENTINEL.png
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
HEAVY BULLETSWARM.png
Light 'Em Up
Firing with the first action no longer ends turn.
ASSAULT AGGRESSION.png
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
COMBINED ARMS.png
Combined Arms
Allows the squad that this unit belongs to to ignore 1 point of DR.
Possible Navigator Abilities
Ability Description
SUPPORT COVERINGFIRE.png
Covering Fire
Allows reaction shot to trigger on enemy attacks, not just movement.
Hyper Reactive Pupils (EU2012).png
Hyper Reactive Pupils
Confers +10 Aim to any shot after a miss.
Depth Perception (EU2012).png
Depth Perception
Height Advantage confers an additional +5 Aim and +5 critical chance.
SNIPER SQUADSIGHT.png
Squadsight
Allows firing at targets in any ally's sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.


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 upon death; their AI has also been slightly improved to better recognize heights for the "Death Blossom", so be cautious not to engage too closely.

Cyberdisc Armaments
Weapon Base Damage Critical Damage Critical Chance
Alien Grenade 5 NA NA
Cyberdisc Cannon 8 to 10 12 to 15 10
Upgraded Cyberdisc Cannon I 9 to 11 14 to 17 10
Upgraded Cyberdisc Cannon II 10 to 12 15 to 18 10
Upgraded Cyberdisc Cannon III 11 to 13 17 to 20 10
Upgraded Cyberdisc Cannon IV 12 to 14 18 to 21 10
Upgraded Cyberdisc Cannon V 13 to 15 20 to 23 10
Cyberdisc Abilities
Ability Description
ABILITY HARDENED.png
Hardened
Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.
ABILITY FLIGHT.png
Flight
Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.
ABILITY EVASION.png
Evasion
Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.
ALIEN DEATHBLOSSOM.png
Death Blossom
Project an intense energy field from Closed position, damaging all nearby enemies.
Possible Squad Leader Abilities
Ability Description
MEC AUTOMATED THREAT ASSESSMENT.png
Automated Threat Assessment
Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.
ALIEN BOMBARD.png
Bombard
Throw or launch grenades over exceptionally long distances.
MEC DAMAGE CONTROL.png
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
MEC REPAIR SERVOS.png
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.
ASSAULT AGGRESSION.png
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
MEC REACTIVE TARGETING SENSORS.png
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.
HEAVY BULLETSWARM.png
Light 'Em Up
Firing with the first action no longer ends turn.
COMBINED ARMS.png
Combined Arms
Allows the squad that this unit belongs to to ignore 1 point of DR.

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.


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 Cyberdisk, 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.

Mechtoid Armaments
Weapon Base Damage Critical Damage Critical Chance
Mechtoid Plasma Cannon 7 to 9 11 to 14 10
Upgraded Mechtoid Plasma Cannon I 8 to 10 12 to 15 10
Upgraded Mechtoid Plasma Cannon II 9 to 11 14 to 17 10
Upgraded Mechtoid Plasma Cannon III 10 to 12 15 to 18 10
Mechtoid Abilities
Ability Description
HEAVY BULLETSWARM.png
Light 'Em Up
Firing with the first action no longer ends turn.
ABILITY HARDENED.png
Hardened
Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.
Possible Squad Leader Abilities
Ability Description
SNIPER EXECUTIONER.png
Executioner
Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.
MEC PLATFORM STABILITY.png
Platform Stability
Any shots taken without moving have +10 Aim and +10% critical chance.
MEC ADVANCED FIRE CONTROL.png
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
MEC SHOCK ABSORBENT ARMOR.png
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
MEC REPAIR SERVOS.png
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.
HEAVY RAPIDREACTION.png
Rapid Reaction
Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.
MEC REACTIVE TARGETING SENSORS.png
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.
MEC ABSORTION FIELDS.png
Absorption Fields
Reduces most incoming damage to this unit, scaling up as the damage increases.
Possible Navigator Abilities
Ability Description
COMBINED ARMS.png
Combined Arms
Allows the squad that this unit belongs to to ignore 1 point of DR.
MEC AUTOMATED THREAT ASSESSMENT.png
Automated Threat Assessment
Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.


Notes

  • Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.

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.

Berserker Armaments
Weapon Damage Critical Damage Critical Chance Abilities
Muton Blade 9 to 11 14 to 17 33 Melee Only
Upgraded Muton Blade I 10 to 12 15 to 18 33 Melee Only
Upgraded Muton Blade II 11 to 13 17 to 20 33 Melee Only
Upgraded Muton Blade III 12 to 14 18 to 21 33 Melee Only
Upgraded Muton Blade IV 13 to 15 20 to 23 33 Melee Only
Upgraded Muton Blade V 14 to 16 21 to 24 33 Melee Only
Upgraded Muton Blade VI 16 to 18 24 to 27 33 Melee Only
Berserker Abilities
Ability Description
ABILITY HARDENED.png
Hardened
Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.
ALIEN INTIMIDATE.png
Intimidate
Reacts unpredictably when wounded, provoking panic in enemies.
Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.
ALIEN BLOODLUST.png
Bloodlust
Allows the Berserker to charge an enemy that wounds it.
ALIEN BULLRUSH.png
Bull Rush
Charge in a straight line through cover to unleash a devastating melee attack
Possible Squad Leader Abilities
Ability Description
MEC SHOCK ABSORBENT ARMOR.png
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
REGENERATION.png
Regeneration
Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.
Neural Damping (EU2012).png
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.
SUPPORT SPRINTER.png
Sprinter
Grants 3 additional points of movement to the unit.
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).

Notes

  • 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.

Heavy Floater

537px-Heavyfloater.jpg

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.

Possible Squad Leader Abilities
Ability Description
MEC REPAIR SERVOS.png
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.
HEAVY HEAT AMMO.png
Heat Ammo
Primary weapon does additional damage to robotic enemies.
ASSAULT CLOSEPERSONAL.png
Close Encounters
The first standard shot made within 4 tiles of the target does not cost an action.
ALIEN BOMBARD.png
Bombard
Throw or launch grenades over exceptionally long distances.
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
ABILITY READYFORANYTHING.png
Ready for Anything
If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.
HEAVY WILLTOSURVIVE.png
Will to Survive
Reduces all normal damage taken by 1.5 if in cover and not flanked.
HEAVY MAYHEM.png
Mayhem
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
HEAVY DANGERZONE.png
Danger Zone
Increases area of effect for Suppression, rocket launchers and offensive grenades.

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.

Possible Squad Leader Abilities
Ability Description
MEC REPAIR SERVOS.png
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.
MEC AUTOMATED THREAT ASSESSMENT.png
Automated Threat Assessment
Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.
SUPPORT SENTINEL.png
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
MEC REACTIVE TARGETING SENSORS.png
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.
HEAVY BULLETSWARM.png
Light 'Em Up
Firing with the first action no longer ends turn.
MEC ABSORTION FIELDS.png
Absorption Fields
Reduces most incoming damage to this unit, scaling up as the damage increases.

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.


Sectoid Armaments
Weapon Base Damage Critical Damage Critical Chance
Sectoid Plasma Pistol 3 to 5 4 to 6 0
Upgraded Sectoid Plasma Pistol I 4 to 6 6 to 9 0
Upgraded Sectoid Plasma Pistol II 5 to 7 8 to 11 0
Upgraded Sectoid Plasma Pistol III 6 to 8 9 to 12 0
Sectoid Commander Abilities
Ability Description
SNIPER GUNSLINGER.png
Gunslinger
Eliminates any range penalties for pistols.
PSIONIC MINDMERGE.png
Mind Control
Take control of the target if target's Will is overcome.
PSIONIC MINDMERGE.png
Greater Mind Merge
Psionically assist an ally, granting the ally an array of stat bonuses.
PSIONIC MINDFRAY.png
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.
PSIONIC PANIC.png
Psi Panic
Cause target to panic if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
Possible Squad Leader Abilities
Ability Description
SNIPER LOWPROFILE.png
Low Profile
Makes partial cover count as full.
ASSAULT BRINGTHEMON.png
Bring 'Em On
Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)
HEAVY RAPIDREACTION.png
Rapid Reaction
Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.
SNIPER OPPORTUNIST.png
Opportunist
Negates aim penalties for Overwatch shots.
REGENERATION.png
Regeneration
Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.
COMBINED ARMS.png
Combined Arms
Allows the squad that this unit belongs to to ignore 1 point of DR.
Possible Navigator Abilities
Ability Description
SNIPER LOWPROFILE.png
Low Profile
Makes partial cover count as full.
REGENERATION.png
Regeneration
Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.

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 considered a weapon, and can be disabled with the relevant perk, as well as trigger Covering Fire and other related perks.

Ethereal Abilities
Ability Description
PSIONIC MINDFRAY.png
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.
PSIONIC PANIC.png
Psi Panic
Cause target to panic if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
PSIONIC PANIC.png
Rift
Deal massive damage within an area of effect. Rift persists over several turns.
PSIONIC PANIC.png
Mind Control
Take control of target if target's Will is overcome. Robotic enemies are immune.


Possible Squad Leader Abilities
Ability Description
MEC REPAIR SERVOS.png
Disortion Field
'
MEC AUTOMATED THREAT ASSESSMENT.png
Shock Absorbent Armor
Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.
SUPPORT SENTINEL.png
Lightning Reflexes
Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.
MEC REACTIVE TARGETING SENSORS.png
Sprinter
Confers an extra 3 tiles of movement.
HEAVY BULLETSWARM.png
Executioner
Grants an addition +10 aim and +10 crit chance against