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	<updated>2026-05-01T08:20:32Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=114475</id>
		<title>Research (LWR)</title>
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		<updated>2023-05-29T03:29:06Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
The speed to research each technology is defined by:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.5 * Number of Labs + 0.1 * Number of Lab Adjacencies)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifier is 0 for Normal up to 3 for Impossible.&lt;br /&gt;
&lt;br /&gt;
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).&lt;br /&gt;
&lt;br /&gt;
Tech Times can be found under Research Projects below.&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
===Offensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Offensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || 20&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers || High-Capacity Pistols&amp;lt;br /&amp;gt;SHIV Advancements I&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman Scope || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry &lt;br /&gt;
| 4 || 10 || 40 || - || 35&lt;br /&gt;
| Advanced Beam Lasers || XCOM Security: Guns&amp;lt;br /&amp;gt;Enhanced Lasers&lt;br /&gt;
| Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Laser Battle Rifle&amp;lt;br /&amp;gt;Laser SMG&amp;lt;br /&amp;gt;Laser Scattershot&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Laser Autocannon (SHIV)|| -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&amp;lt;br /&amp;gt;Drone Autopsy &lt;br /&gt;
| 10 || 50 || 60 || - || 70&lt;br /&gt;
| Pulse Lasers || -&lt;br /&gt;
| Laser Autorifle&amp;lt;br /&amp;gt;Scatter Gatler&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;Laser Lance (MEC) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare &lt;br /&gt;
| 30 || 5 || 100 || - || 80&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Battle Rifle&amp;lt;br /&amp;gt;Gauss Alloy Cannon&amp;lt;br /&amp;gt;Gauss SMG&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;Gauss Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons || Gauss Weapons &amp;lt;br /&amp;gt; Floater Interrogation&lt;br /&gt;
| 80 || 10 || 60 || - || 90&lt;br /&gt;
| EMP Weapons || Quenchguns || Gauss Autorifle&amp;lt;br /&amp;gt;Guass Machine Gun&amp;lt;br /&amp;gt;Gauss Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;Gauss Railgun (MEC)&amp;lt;br /&amp;gt;Miniature Nuclear Explosive (MiNE)&amp;lt;br /&amp;gt;Launcher (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&lt;br /&gt;
| 30 || 30 || 350 || - || 350&lt;br /&gt;
| Light Plasma Weapons&amp;lt;br&amp;gt;Fusion Weapons || - || Electro Pulse (MEC) || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Cyberdisk Autopsy&lt;br /&gt;
| 5 || 15 || 100 || - || 160&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Battle Rifle&amp;lt;br /&amp;gt;Pulse Scattershot&amp;lt;br /&amp;gt;Pulse Pistol&amp;lt;br /&amp;gt;Pulse SMG&amp;lt;br /&amp;gt;Pulse Autocannon (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 10 || 40 || 60 || - || 175&lt;br /&gt;
| Light Plasma Weapons || Supercapacitors || Pulse Autoblaster&amp;lt;br /&amp;gt;Pulse Gatler&amp;lt;br /&amp;gt;Pulse Strike Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;Pulse Lance (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 8 || 16 || 80 || - || 80&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Light Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Muton Elite Interrogation&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| 30 || 220 || 450 || - || 190 &lt;br /&gt;
| Compact Plasma Weapons&amp;lt;br /&amp;gt;Standard Plasma Weapons || Condensed Plasma || Plasma SMG&amp;lt;br /&amp;gt;Plasma Carbine || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Standard Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 20 || 30 || 80 || - || 220&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Battle Rifle&amp;lt;br /&amp;gt;Plasma Reflex Cannon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 220&lt;br /&gt;
| - || - || Plasma Novagun&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Plasma Particle Cannon&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 220&lt;br /&gt;
| - || - || Plasma Strike Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 220&lt;br /&gt;
| - || - || Plasma Autocannon&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || EMP Weapons&lt;br /&gt;
| 40 || 40 || 550 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 350&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Defensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 4 || 20&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;All UFO Analyses&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Gauss Weapons&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;Ammo - Shredder&amp;lt;br /&amp;gt;Ammo - Breaching&amp;lt;br /&amp;gt;Ammo Module&amp;lt;br /&amp;gt;Alloy Bipod&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 40&lt;br /&gt;
| Advanced Body Armor || XCOM Security: Armor || Phalanx Armor&amp;lt;br /&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Plating&amp;lt;br /&amp;gt;Ammo - Piercing || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| 6 || - || - || - || 50&lt;br /&gt;
| Mobile Power Armor || Mechanized Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 60 || 10 || - || - || 80&lt;br /&gt;
| MEC Mark 2&amp;lt;br /&amp;gt;Advanced Power Armor || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Berserker Interrogation&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 80 || - || - || 180&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy&amp;lt;br /&amp;gt;Antigrav Systems&amp;lt;br /&amp;gt;Stealth Systems || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;Core Plating (requires Mechanized Defenses) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 2&#039;&#039;&#039; || Armor || Alien Biocybernetics&amp;lt;br /&amp;gt;Mobile Power Armor&lt;br /&gt;
| 60 || 40 || 180 || 12 || 75&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy || - || LMEC2 (Valiant)&amp;lt;br /&amp;gt;HMEC2 (Defender)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Heavy&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 240 || 10 || 460 || 4 || 250&lt;br /&gt;
| - || - || HMEC3 (Dauntless)&amp;lt;br /&amp;gt;UHMEC3 (Devastator)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Light&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 80 || 320 || 4 || 250&lt;br /&gt;
| - || - || LMEC3 (Vindicator)&amp;lt;br /&amp;gt;ULMEC3 (Vanguard)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Heavy Floater Autopsy&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 20 || - || - || 100&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;The Thumper (MEC) || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| - || 20 || - || - || 100&lt;br /&gt;
| - || Stealth Satellites || Ghost Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 10 || 15 || - || 2 || 30&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien Corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Corpse || 5&lt;br /&gt;
| Sectoid Interrogation || - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Thin Man Corpse || 20&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || Restorative Mist&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Floater Corpse || 15&lt;br /&gt;
| Floater Interrogation || ||  || Aim Booster (Aerospace)&amp;lt;br /&amp;gt;Ammo - Flak&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Corpse || 25&lt;br /&gt;
| Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Berserker Corpse || 30&lt;br /&gt;
| Berserker Interrogation || Shaped Armor || Combat Stims || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Commander Corpse || 45&lt;br /&gt;
| Sectoid Commander Interrogation || - || Psi Frayer || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Elite Corpse || 40&lt;br /&gt;
| Muton Elite Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Heavy Floater Corpse || 40&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Ethereal Corpse || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Circuitry&lt;br /&gt;
| 1 Drone Wrecks || 5&lt;br /&gt;
| Advanced Beam Lasers|| - || Holo Charger&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Circuitry&lt;br /&gt;
| 1 Seeker Wrecks || 15&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;Extrasensory Vest&amp;lt;br /&amp;gt;Elerium Emitter || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Chryssalid Corpse || 30&lt;br /&gt;
| Advanced Body Armor|| - || Chitin Plating || Muscle Fiber Density&amp;lt;br /&amp;gt;Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Circuitry&lt;br /&gt;
| 1 Cyberdisc Wreck || 15&lt;br /&gt;
| Pulse Lasers || SHIV Advancements II || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Dodge Booster&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Alien Circuitry&lt;br /&gt;
| 1 Mechtoid Core || 30&lt;br /&gt;
| - || Advanced Servomotors || Psi Retaliator&amp;lt;br /&amp;gt;Alloy SHIV || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Circuitry&lt;br /&gt;
| 1 Sectopod Wreck || 45&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 30&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Xenopsionics&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Elerium&#039;&#039;&amp;lt;/font&amp;gt; || -&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Experimental Warfare&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 190&lt;br /&gt;
| - || Tactical Rigging&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Secondary Heart&amp;lt;br /&amp;gt;Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mods)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Shielding Pod&amp;lt;br /&amp;gt;(SHIV)&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 240&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Power Armor&#039;&#039;&amp;lt;/font&amp;gt; || Neural Damping&amp;lt;br /&amp;gt;Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 270&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Inner Fire&amp;lt;br /&amp;gt;Telekinetic Field&amp;lt;br /&amp;gt;Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Powers) &lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 280&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Light Plasma Weapons&#039;&#039;&amp;lt;/font&amp;gt; || Adrenaline Surge&amp;lt;br /&amp;gt;Iron Skin&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 260&lt;br /&gt;
| || Cooling Coils&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 340&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Psi Mastery&amp;lt;br /&amp;gt;(Psi Power) || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Tech===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Main Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Circuitry&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 2 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources|| 30&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;All Robotic Autopsies || -&lt;br /&gt;
| Arc Rifle&amp;lt;br /&amp;gt;Arc Pistol&amp;lt;br /&amp;gt;Satellite Nexus&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 Sectoid Corpses || 15&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;All Biologic Autopsies || Alien Containment || Stun Rifle&amp;lt;br&amp;gt;Targeting Module || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 35&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| Genetics Lab || - || Predictive Tracking&amp;lt;br /&amp;gt;Advanced Perception&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 4 Sectoid Corpses || 10&lt;br /&gt;
| Xenopsionics&amp;lt;br /&amp;gt;Alien Communications|| - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenopsionics || Alien Base Assault Complete&lt;br /&gt;
| - || 10 || - || - || - || 30&lt;br /&gt;
| Stealth Systems || Hyperwave Relay || Mimic Beacon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Sectoid Interrogation || -&lt;br /&gt;
| - || - || - || 5 || 8 UFO Power Sources || 25&lt;br /&gt;
| Alien Operations || Psionic Labs || - || Mindfray&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;Psi Panic&amp;lt;br /&amp;gt;Psi Inspire&amp;lt;br /&amp;gt;Mind Merge&amp;lt;br /&amp;gt;(Psi Powers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics || Outsider Shard&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Circuitry || -&lt;br /&gt;
| 5 || 30 || 50 || 20 || - || 60&lt;br /&gt;
| Mind and Machine&amp;lt;br /&amp;gt;MEC Mark 2&lt;br /&gt;
| - || MEC-1 &amp;lt;br /&amp;gt;Minigun&amp;lt;br /&amp;gt;Incinerator Module&amp;lt;br /&amp;gt;Neural Gunlink&amp;lt;br /&amp;gt; || Advanced Surgery&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Projects)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&amp;lt;br /&amp;gt;Thin Man Interrogation || -&lt;br /&gt;
| - || - || 20 || - || - || 50&lt;br /&gt;
| Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Gauss Weapons || Beam Strengthening&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&amp;lt;br /&amp;gt;Sectoid Interrogation || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 10&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Mobile Power Armor || Jellied Elerium || Elerium Turbos&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Circuitry&amp;lt;br /&amp;gt;Elerium || -&lt;br /&gt;
| - || 20 || - || - || 8 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 100&lt;br /&gt;
| Alien Propulsion&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Pulse Lasers&lt;br /&gt;
| Elerium Batteries&amp;lt;br /&amp;gt;UFO Tracking || Elerium Generator&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare || -&lt;br /&gt;
| 10 || - || 50 || - || - || 65&lt;br /&gt;
| Alien Propulsion || Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts || -&lt;br /&gt;
| 60 || 20 || 20 || - || 8 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 60&lt;br /&gt;
| Antigrav Systems || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || Interceptor Cost -25%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || Ethereal Device&lt;br /&gt;
| 10 || 15 || - || - || - || 30&lt;br /&gt;
| Mind and Machine || Gollop Chamber || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.&lt;br /&gt;
Also, once &#039;&#039;UFO Scanners&#039;&#039; Foundry project is completed, analyzed UFO&#039;s display damage during Air Combat.&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;3&amp;quot; | Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 2 || 2 || 400 || 30% Increased Fire Rate vs Scouts&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 2 || 2 || 300 || 30% Increased Fire Rate vs Fighters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 4 || 600 || 30% Increased Fire Rate vs Raiders&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 4 || 600 || 30% Increased Fire Rate vs Destroyers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 16 || 8 || 800 || 30% Increased Fire Rate vs Abductors&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 16 || 8 || 800 || 30% Increased Fire Rate vs Harvesters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 24 || 8 || 900 || 30% Increased Fire Rate vs Transports&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 24 || 8 || 900 || 30% Increased Fire Rate vs Terror Ships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 48 || 12 || 1000 || 30% Increased Fire Rate vs Assault Carriers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 48 || 12 || 1000 || 30% Increased Fire Rate vs Battleships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 12 || 700 || 30% Increased Fire Rate vs Overseers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Comprehensive Tech Tree ==&lt;br /&gt;
[[File:LW Rebalance -Tech Tree v1.43.13.png]]&lt;br /&gt;
&lt;br /&gt;
== Research Archives ==&lt;br /&gt;
&lt;br /&gt;
Here you can view a list of and summaries of all completed research projects.&lt;br /&gt;
&lt;br /&gt;
== Gene Labs ==&lt;br /&gt;
&lt;br /&gt;
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.&lt;br /&gt;
&lt;br /&gt;
More information on Gene Mods can be found here: &#039;&#039;&#039;[[Gene_Mods_(LWR)|Gene Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.&lt;br /&gt;
&lt;br /&gt;
Each research credit reduces the time to complete research and foundry projects in it&#039;s category by 50% (80% if the &amp;quot;Ready For War&amp;quot; start bonus is active).&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Fleet_(LWR)&amp;diff=114344</id>
		<title>Template:Fleet (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Fleet_(LWR)&amp;diff=114344"/>
		<updated>2023-05-14T19:42:56Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: Undo revision 114343 by Caseywills (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{noimage|}}}||[[File:SUPPORT SPRINTER.png|32px|{{{align|center}}}|Fleet]]}}&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Fleet|Fleet]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;This unit will move away from incoming area of effect abilities using a quarter of its mobility (immune to reaction fire during this move) if it can see the user. Shots against this unit do not gain usual weapon close range bonuses except for sidearms (which perform as normal) and shotguns (which gain half their normal close range bonus). Long rifles suffer -50 aim vs this unit.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Fleet_(LWR)&amp;diff=114343</id>
		<title>Template:Fleet (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Fleet_(LWR)&amp;diff=114343"/>
		<updated>2023-05-14T19:37:33Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{noimage|}}}||[[File:SUPPORT SPRINTER.png|32px|{{{align|center}}}|Fleet]]}}&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Fleet|Fleet]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;This unit will move away from incoming area of effect abilities using a quarter of its mobility (immune to reaction fire during this move) if it can see the user. Close range bonuses are flipped, becoming negative against enemies with Fleet,  except for sidearms (which perform as normal) and shotguns (which gain half their normal close range bonus).&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_List_(LWR)&amp;diff=110475</id>
		<title>Abilities List (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_List_(LWR)&amp;diff=110475"/>
		<updated>2022-07-16T15:58:28Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: remove arc thrower as a source of disabling shot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;toc&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;toctitle&amp;quot;&amp;gt;&amp;lt;h2&amp;gt;Contents&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Normal Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Normal Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Absorption Fields|Absorption Fields]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Aggression|Aggression]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Awareness|Awareness]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Body Shield|Body Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bombard|Bombard]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Brawler|Brawler]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bring &#039;Em On|Bring &#039;Em On]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bullseye|Bullseye]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Close Combat Specialist|Close Combat Specialist]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Close Encounters|Close Encounters]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Collateral Damage|Collateral Damage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Combat Drugs|Combat Drugs]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Concealment|Concealment]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Critical System Targeting|Critical System Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Damage Control|Damage Control]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Danger Zone|Danger Zone]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dense Smoke|Dense Smoke]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Disabling Shot|Disabling Shot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Double Tap|Double Tap]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Executioner|Executioner]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Extra Conditioning|Extra Conditioning]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Field Medic|Field Medic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fire Rocket|Fire Rocket]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#First Aid|First Aid]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Flight|Flight]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Flush|Flush]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fortified|Fortified]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fragmentation|Fragmentation]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grenadier|Grenadier]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grit|Grit]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hardened|Hardened]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#HEAT Warheads|HEAT Warheads]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hit and Run|Hit and Run]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Holo Rounds|Holo Rounds]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hunter|Hunter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Impact|Impact]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#In The Zone|In The Zone]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Jetboot Module|Jetboot Module]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Killer Instinct|Killer Instinct]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Kinetic Dampening|Kinetic Dampening]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Light .27Em Up|Light Em Up]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Lock N Load|Lock N&#039; Load]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Lone Wolf|Lone Wolf]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Low Profile|Low Profile]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Master Mechanic|Master Mechanic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Maim|Maim]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mayhem|Mayhem]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mechanic|Mechanic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#One For All|One For All]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Onslaught|Onslaught]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Opportunist|Opportunist]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Packmaster|Packmaster]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Penetrator|Penetrator]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Platform Stability|Platform Stability]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Precision Shot|Precision Shot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Quick Draw|Quick Draw]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ranger|Ranger]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Rapid Fire|Rapid Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reactive Targeting Sensors|Reactive Targeting Sensors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ready For Anything|Ready For Anything]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reconnaissance|Reconnaissance]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repair|Repair]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repair Servos|Repair Servos]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repulsor Plating|Repulsor Plating]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Robotic|Robotic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Run and Gun|Run and Gun]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sapper|Sapper]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Savior|Savior]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sentinel|Sentinel]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sentry|Sentry]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shadowstep|Shadowstep]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sharpshooter|Sharpshooter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shock and Awe|Shock and Awe]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shredder|Shredder]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Smoke and Mirrors|Smoke and Mirrors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Snapshot|Snapshot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sprinter|Sprinter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Squadsight|Squadsight]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Steadfast|Steadfast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Suppression|Suppression]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tandem Warheads|Tandem Warheads]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tenacious Defense|Tenacious Defense]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tracker|Tracker]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Vital Point Targeting|Vital Point Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Will To Survive|Will To Survive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Alien Only Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Alien Only Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acidic|Acidic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acid Spit|Acid Spit]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Blood Call|Blood Call]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bloodlust|Bloodlust]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bull Rush|Bull Rush]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Cannon Fire|Cannon Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Cluster Bomb|Cluster Bomb]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Death Explosion|Death Explosion]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Deflection Shield|Deflection Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Greater Mind Merge|Greater Mind Merge]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Growth|Growth]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hive Mind|Hive Mind]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Indomitable|Indomitable]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Insentient Crush|Insentient Crush]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Intimidate|Intimidate]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Launch|Launch]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Leap|Leap]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Control|Mind Control]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Orbital Ray|Orbital Ray]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Overload|Overload]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Overpower|Overpower]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Lance|Psi Lance]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Shield|Psi Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psychic Storm|Psychic Storm]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stealth|Stealth]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Strangle|Strangle]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stun Immune|Stun Immune]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Transform|Transform]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Gene Mods|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Gene Mods]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Adaptive Bone Marrow|Adaptive Bone Marrow]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Enhanced Metabolism|Enhanced Metabolism]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Advanced Perception|Advanced Perception]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Iron Skin|Iron Skin]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Muscle Fiber Density|Muscle Fiber Density]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Neural Damping|Neural Damping]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Predictive Tracking|Predictive Tracking]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dual Heart|Dual Heart]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Smart Macrophages|Smart Macrophages]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Officer Training|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Officer Training]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Battlefield Aptitude|Battlefield Aptitude]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Combined Arms|Combined Arms]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Camaraderie|Camaraderie]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Cover Tactics|Cover Tactics]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Inspired Tenacity|Inspired Tenacity]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#International Warriors|International Warriors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Show .27Em the Ropes|Show &#039;Em the Ropes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stay Frosty|Stay Frosty]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Strength in Diversity|Strength in Diversity]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tricks of the Trade|Tricks of the Trade]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Commanding Officer|Commanding Officer]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Command|Command]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Psionic Abilities|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Psionic Abilities]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Inner Fire|Inner Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Fray|Mind Fray]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Merge|Mind Merge]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Neural Feedback|Neural Feedback]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Inspire|Psi Inspire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Mastery|Psi Mastery]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Panic|Psi Panic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psychokinetic Strike|Psychokinetic Strike]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Rift|Rift]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Telekinetic Field|Telekinetic Field]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Death Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Death Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Unique Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Unique Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Perks== &lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Absorption Fields&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Absorption Fields (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]] via equipment&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#SHIV Only|Shielding Pod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Aggression&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Aggression (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Awareness&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Awareness (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leadeers]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Body Shield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Body Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[MEC Trooper (LWR)|MECS]] via eqipment&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|MEC-1]], [[Armor (LWR)#MEC exoskeletons|LMEC Suits]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Tinker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Tinker (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Brawler&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Brawler (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Bring &#039;Em On&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Bring &#039;Em On (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Jaeger (LWR)|Jaeger]], [[Medic (LWR)|Medic]], [[Sniper (LWR)|Sniper]], [[Engineer (LWR)|Engineer]], [[Marauder (LWR)|Marauder]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Bullseye&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Bullseye (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Close Combat Specialist&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Close Combat Specialist (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]], [[Medic (LWR)|Medic]], [[Jaeger (LWR)|Jaeger]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Close Encounters&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Close Encounters (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Collateral Damage&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Collateral Damage (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Combat Drugs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Combat Drugs (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Concealment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Concealment (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Critical System Targeting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Critical System Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Damage Control&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Damage Control (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]], All [[MEC Trooper (LWR)|MECS]] via equipment&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|HMEC Suits]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Danger Zone&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Danger Zone (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]] via equipment, [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#LMGs|LMGs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Dense Smoke&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Dense Smoke (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Disabling Shot&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Disabling Shot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Double Tap&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Double Tap (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Executioner&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Executioner (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Extra Conditioning&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Extra Conditioning (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[MEC Trooper (LWR)|MEC Troopers]], All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Field Medic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Field Medic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Fire Rocket&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Fire Rocket (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;First Aid&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{First Aid (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Flight&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Flight (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]] via equipment, [[S.H.I.V. (LWR)|Hover SHIV]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Archangel Armor]], [[Armor (LWR)#Light Armor|Seraph Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Flush&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Flush (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]] via equipment, [[S.H.I.V. (LWR)|SHIV]] via equipment&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Ammunition Modifiers|Drum Mags]], [[Equipment (LWR)#SHIV Only|Smartshell Pod]], [[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Fortified&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Fortified (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Fragmentation&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Fragmentation (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]], [[Assault (LWR)|Assault]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Grenadier&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Grenadier (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Grit&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Grit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Shogun (LWR)|Shogun]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Hardened&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Hardened (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[MEC Trooper (LWR)|MECS]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;HEAT Warheads&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{HEAT Warheads (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Assault (LWR)|Assault]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Hit and Run&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Hit and Run (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Medic (LWR)|Medic]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Holo Rounds&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Holo Rounds (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]] via equipment, [[Sniper (LWR)|Sniper]], [[Goliath (LWR)|Goliath]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#SHIV Only|Holo Charger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Hunter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Hunter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Impact&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Impact (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]], [[Scout (LWR)|Scout]], [[Medic (LWR)|Medic]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;In The Zone&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{In The Zone (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Jetboot Module&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Jetboot Module (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Killer Instinct&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Killer Instinct (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]], All [[Soldiers (LWR)|Soldiers]] via equipment&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Sightings|Illuminator Gunsight]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Kinetic Dampening&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Kinetic Dampening (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Goliath (LWR)|Goliath]], All [[Psionic (LWR)|Psionic Soldiers]] via equipment&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Vortex Armor]], [[Armor (LWR)#Light Armor|Aurora Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Light &#039;Em Up&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Light &#039;Em Up (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]] via equipment&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#SHIV Only|Weapon Supercooler]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Lock N Load&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Lock n&#039; Load (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Marauder (LWR)|Marauder]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Lone Wolf&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Lone Wolf (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Low Profile&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Low Profile (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]], [[Assault (LWR)|Assault]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Master Mechanic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Master Mechanic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Maim&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Maim (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Mayhem&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Mayhem (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Engineer (LWR)|Engineer]], [[S.H.I.V. (LWR)|SHIV]] via equipment, [[Sniper (LWR)|Sniper]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#SHIV Only|Targeting Motor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Mechanic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Mechanic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;One For All&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{One For All (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[MEC Trooper (LWR)|MECS]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Onslaught&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Onslaught (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Opportunist&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Opportunist (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Marauder (LWR)|Marauder]], [[Gunner (LWR)|Gunner]], [[Sniper (LWR)|Sniper]], [[Medic (LWR)|Medic]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Overload&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Overload (Long War Rebalance) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Arc and Stun Rifles|Arc Rifle]], [[Weapons (LWR)#Pistols|Arc Pistol]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Packmaster&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Packmaster (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Engineer (LWR)|Engineer]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Penetrator&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Penetrator (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Shotguns|Plasma Reflex Cannon]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Platform Stability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Platform Stability (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]] all via equipment&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Weapon Attachments|Alloy Bipod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Precision Shot&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Precision Shot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Quick Draw&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Quick Draw (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Situation Room (LWR)#Covert Operations|Covert Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Ranger&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ranger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Rapid Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Rapid Fire (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Reactive Targeting Sensors&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Reactive Targeting Sensors (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]] via equipment&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#SHIV Only|AutoSentry Turret]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Ready For Anything&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ready For Anything (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Reconnaissance&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Reconnaissance (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Repair&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Repair (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Repair Servos&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Repair Servos (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]], All [[Soldiers (LWR)|Soldiers]] via equipment&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Platings|Regenerative Plating]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Repulsor Plating&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Repulsor Plating (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[Jaeger (LWR)|Jaeger]], [[Shogun (LWR)|Shogun]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Robotic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Robotic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Run and Gun&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Run and Gun (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Sapper&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Sapper (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Savior&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Savior (LWR) |align=center |text=1|topbotpad=10}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Sentinel&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Sentinel (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Sentry&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Sentry (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Marauder (LWR)|Marauder]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Shadowstep&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Shadowstep (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]], [[Scout (LWR)|Scout]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment:&#039;&#039;&#039; [[Equipment (LWR)#Miscellaneous gear|Chameleon Vest]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Sharpshooter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Sharpshooter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]], [[Sniper (LWR)|Sniper]], [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]] via equipment&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#SHIV Only|Adaptive Tracking Pod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Shock and Awe&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Shock And Awe (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Shredder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Shredder (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], Other [[Soldiers (LWR)| Soldiers]] via equipment&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Special Ammunition|Shredder Ammo]], [[Weapons (LWR)#Assault Rifles|Plasma Rifle]]/[[Weapons (LWR)#Carbines|Plasma Carbine]] (bio only), [[Weapons (LWR)#Battle Rifles|Plasma Battle Rifle]] (mech only)&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Smoke and Mirrors&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Smoke And Mirrors (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Snapshot&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Snapshot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thinman|Thinman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Sprinter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Sprinter (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Scout (LWR)|Scout]], [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All [[Alien Life Forms (LWR)|Alien Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Squadsight&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Squadsight (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]] via equipment&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Sightings|Marksmen Scope]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Steadfast&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Steadfast (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], All [[Soldiers (LWR)|Soldiers]] via equipment&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Suppression&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Suppression (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Tactical Mobility&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Tactical Mobility (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]] via equipment&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aleins:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Thinman|Thinman]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Archangel Armor]], [[Armor (LWR)#Light Armor|Banshee Armor]], [[Armor (LWR)#Light Armor|Seraph Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Tandem Warheads&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Tandem Warheads (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Rocketeer (LWR)|Rocketeer]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Tenacious Defense&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Tenacious Defense (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Tracker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Tracker (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;All [[Soldiers (LWR)|Soldiers]] via equipment, All [[S.H.I.V. (LWR)|SHIV]] via equipment&amp;lt;br/&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Proximity Sensor]], [[Equipment (LWR)#SHIV Only|Motion Tracker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Vital Point Targeting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Vital Point Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]], [[Sniper (LWR)|Sniper]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thinman|Thinman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Will To Survive&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Will To Survive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Only Perks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Acidic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Acidic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thinman|Thinman]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Acid Spit&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Acid Spit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thinman|Thinman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Blood Call&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Blood Call (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Bloodlust&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Bloodlust (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Bull Rush&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Bull Rush (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Cannon Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Cannon Fire (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Cluster Bomb&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Cluster Bomb (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Death Explosion&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Death Explosion (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Cyberdisk|Cyberdisk]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Deflection Shield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Deflection Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Greater Mind Merge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Greater Mind Merge (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Growth&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Growth (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;[[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Hive Mind&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Hive Mind (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;All [[Alien Life Forms|Aliens]] with [[#Squadsight|squadsight]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Indomitable&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Indomitable (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Thin Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Insentient Crush&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Insentient Crush (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;[[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Intimidate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Intimidate (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;[[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Launch&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Launch (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Floater|Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Leap&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Leap (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;[[Alien Life Forms (LWR)#Thin Man|Thin Man]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Mind Control&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Mind Control (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Overpower&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Overpower (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Psi Lance&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Psi Lance (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;[[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Orbital Ray&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Orbital Ray (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;[[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Psi Shield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Psi Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Mechtoid|Mechtoid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Psychic Storm&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Psychic Storm (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;[[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Stealth&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Stealth (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Seeker|Seeker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Strangle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Strangle (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;[[Alien Life Forms (LWR)#Seeker|Seeker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Stun Immune&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Stun Immune (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Zombie|Zombie]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Transform&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Transform (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Cyberdisk|Cyberdisk]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
&#039;&#039;(See also: [[Gene Mods (LWR)|Gene Mods]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Adaptive Bone Marrow&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Adaptive Bone Marrow (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Enhanced Metabolism&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Enhanced Metabolism (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Adrenal Neurosympathy&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Adrenal Neurosympathy (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Advanced Perception&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Advanced Perception (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin Man|Thin Man Leader]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leader]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Iron Skin&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Iron Skin (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Muscle Fiber Density&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Muscle Fiber Density (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Neural Damping&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Neural Damping (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Predictive Tracking&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Predictive Tracking (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Secondary Heart&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Secondary Heart (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Smart Macrophages&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Smart Macrophages (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Officer Training==&lt;br /&gt;
&#039;&#039;(See also: [[Officers (LWR)|Officers]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Commanding Officer&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Commanding Officer (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Command&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Command (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Camaraderie&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Camaraderie (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Clutch Leadership&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Clutch Leadership (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Combined Arms&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Combined Arms (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;amp;nbsp;&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All  [[Alien Life Forms (LWR)|Alien Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Cover Tactics&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Cover Tactics (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Cover Tenacity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Cover Tenacity (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150pxx;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Natural Leadership&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Natural Leadership (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Show &#039;Em the Ropes&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Show &#039;Em the Ropes (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Stay Frosty&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Stay Frosty (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Strength in Numbers&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Strength in Numbers (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Tricks of the Trade&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Tricks of the Trade (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
&#039;&#039;(See also: [[Psionic (LWR)|Psionics]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Countercharge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Countercharge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Distortion&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Distortion (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Inner Fire (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Mind Fray&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Mind Fray (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Mind Merge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Mind Merge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Psi Inspire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Psi Inspire (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Psi Mastery&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Psi Mastery (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Psi Panic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Psi Panic (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Psychokinetic Strike&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Psychokinetic Strike (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Rift&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Rift (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;/br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;height:150px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Telekinetic Field&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Telekinetic Field (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br/&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death Perks ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Avenger: +1 crit damage, +10% throw range&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Defiant: Permanent immunity to Overpower and -1/-2 AP Loss from the &amp;quot;Fatigued&amp;quot; or &amp;quot;Exhausted&amp;quot; debuff&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Ever Vigilant: 20% for a shot to graze&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Perseverance: -50% less to all post-mission fatigue and injury times&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Resolute: +20% xp from missions&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Survivor: Grants %DR equal to half of the %HP lost.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Unhinged: +1 damage for every 2 enemies in vision to all weapons and equipment&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Vindicator: +10% crit chance, +2 crit damage&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unique Perks ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Annette --- Driven By Pressure: Gain +10 will if there are 2 or more enemies in sight&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Van Doorn - Cool Under Pressure: (Enemies in sight)% for end-in-idle actions to be free actions&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Zhang  ---- Gunslinger: +1 damage with pistols&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Graf ------ Practiced Ease: +10% crit chance&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Miller ---- Relentless: 25% chance for missed standard shots to be free actions&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Inner Fire&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Orlov ----- Natural Killer: +1 damage against targets at or below 50% HP&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=110429</id>
		<title>Alien Artifacts (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=110429"/>
		<updated>2022-07-14T16:08:28Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Artifact&#039;&#039;&#039; is anything that your soldiers acquire from tactical missions.&lt;br /&gt;
&lt;br /&gt;
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.&lt;br /&gt;
&lt;br /&gt;
== Artifact Usage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Computers===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Computers (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; UFO Scanners (1), UFO Countermeasures (4), Improved Avionics (6), Stealth Satellites (2), Penetrator Weapons (4), UFO Tracking (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Battle Computer (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Blaster Launcher (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (4)&lt;br /&gt;
&lt;br /&gt;
===UFO Power Sources===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenopsionics (4), Alien Power Systems (3), Alien Propulsion (3)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Elerium Afterburners (4), Phoenix Coilguns (6), Beam Strengthening (6), Supercapacitors (8)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Each and Every Plasma Weapon (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039;  MEC-1 (4), MEC-2 (6), MEC-2 (8)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (2)&lt;br /&gt;
&lt;br /&gt;
===Sectoid Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenobiology (2), Sectoid Autopsy (1), Xenoneurology (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Tactical Rigging (10), Psi Warfare Systems (6), Alien Nucleonics (24)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (1), Mimic Beacon (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039; Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
===Drone Wrecks===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Drone Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (6), SHIV Advancements II (2), Elerium Batteries (16), Advanced Flight (4), Alien Metallurgy (10) &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Tracking Booster (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thin Man Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Thin Man Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Improved Medikit (20), New Combat Systems (4), Improved Salvage (10)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Acid Grenade (7)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Floater Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Floater Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Shaped Armor (14), Armored Fighters (16)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Aim Booster (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Muton Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Muton Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Ammo Conservation (16), Quenchguns (9)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seeker Wrecks===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Seeker Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; MEC Warfare Systems (2), UFO Countermeasures (4), Aircraft Boosters (8), Rail Pistols (6)&lt;br /&gt;
 &lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Elerium Emitter (7)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Surgery===&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Advanced Surgery (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Stasis Tank===&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Advanced Surgery (4)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meld===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Materials (4), Xenogenetics (10), Xenopsionics (5), Alien Biocybernetics (20), MEC Mark 2 (10), MEC Mark 3: Heavy (5), MEC Mark 3: Light (5), Mind and Machine (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (50), SHIV Advancement II (80), Tactical Rigging (30), Alien Grenades (30), Mechanized Defenses (10), Shaped Armor (40), Improved Medikit (50), Armored Fighters (25), Aircraft Boosters (10), Psi Warfare Systems (40), Beam Strengthening (15), Quench Guns (10), Jellied Elerium (20), Super Capacitators (30), Ammo Conservation (20), Advanced Repair (40), Improved Salvage (50), Alien Metallurgy (50), Alien Nucleonics (50)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (10), Neural Gunlink (45), Conduit (24), Psi Frayer (10), Psi Retaliator (15), Alloy Carbide Plating (20), Shielding Module (80), Incinerator Module (10), Thumper (2), Regenerative Plating (10), Walker Servos (10), Extrasensory Vest (30), Respirator Implant (20), Combat Stims (4), Elerium Emitter (40), Mimic Beacon (25), Plasma Stellerator (10), Battle Computer (30)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Plasma Pistol, SMG (15) Plasma Rifle, Carbine, Autopistol (30), Plasma Battle Rifle, Reflex Cannon, Novagun, Dragon, Strike Rifle, Sniper Rifle (45), Pulse Particle Cannon, Plasma Autocannon, Blaster Launcher (60), Flamethrower (5), Restorative Mist (10), Kinetic Strike Module (5), Grenade Launcher (10), MiNE (5), Electro Pulse (15)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039;  Titan Armor (8), Shadow Armor (40), MEC-1 (10), MEC-2 (60), MEC-3 (90)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=110428</id>
		<title>Alien Artifacts (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=110428"/>
		<updated>2022-07-14T16:08:01Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Artifact&#039;&#039;&#039; is anything that your soldiers acquire from tactical missions.&lt;br /&gt;
&lt;br /&gt;
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.&lt;br /&gt;
&lt;br /&gt;
== Artifact Usage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Computers===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Computers (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; UFO Scanners (1), UFO Countermeasures (4), Improved Avionics (6), Stealth Satellites (2), Penetrator Weapons (4), UFO Tracking (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Battle Computer (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Blaster Launcher (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (4)&lt;br /&gt;
&lt;br /&gt;
===UFO Power Sources===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenopsionics (4), Alien Power Systems (3), Alien Propulsion (3)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Elerium Afterburners (4), Phoenix Coilguns (6), Beam Strengthening (6), Supercapacitors (8)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Each and Every Plasma Weapon (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039;  MEC-1 (4), MEC-2 (6), MEC-2 (8)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (2)&lt;br /&gt;
&lt;br /&gt;
===Sectoid Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenobiology (2), Sectoid Autopsy (1), Xenoneurology (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Tactical Rigging (10), Psi Warfare Systems (6), Alien Nucleonics (24)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (1), Mimic Beacon (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039; Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
===Drone Wrecks===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Drone Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (6), SHIV Advancements II (2), Elerium Batteries (16), Advanced Flight (4), Alien Metallurgy (10) &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Tracking Booster (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thin Man Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Thin Man Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Improved Medikit (20), New Combat Systems (4), Improved Salvage (10)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Acid Grenade (7)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Floater Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Floater Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Shaped Armor (14), Armored Fighters (16)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Aim Booster (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Muton Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Muton Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Ammo Conservation (16), Quenchguns (9)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seeker Wrecks===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Seeker Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; MEC Warfare Systems (2), UFO Countermeasures (4), Aircraft Boosters (8), Rail Pistols (6)&lt;br /&gt;
 &lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Elerium Emitter (7)&lt;br /&gt;
&lt;br /&gt;
===Alien Surgery===&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Advanced Surgery (4)&lt;br /&gt;
&lt;br /&gt;
===Alien Stasis Tank===&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Advanced Surgery (4)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meld===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Materials (4), Xenogenetics (10), Xenopsionics (5), Alien Biocybernetics (20), MEC Mark 2 (10), MEC Mark 3: Heavy (5), MEC Mark 3: Light (5), Mind and Machine (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (50), SHIV Advancement II (80), Tactical Rigging (30), Alien Grenades (30), Mechanized Defenses (10), Shaped Armor (40), Improved Medikit (50), Armored Fighters (25), Aircraft Boosters (10), Psi Warfare Systems (40), Beam Strengthening (15), Quench Guns (10), Jellied Elerium (20), Super Capacitators (30), Ammo Conservation (20), Advanced Repair (40), Improved Salvage (50), Alien Metallurgy (50), Alien Nucleonics (50)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (10), Neural Gunlink (45), Conduit (24), Psi Frayer (10), Psi Retaliator (15), Alloy Carbide Plating (20), Shielding Module (80), Incinerator Module (10), Thumper (2), Regenerative Plating (10), Walker Servos (10), Extrasensory Vest (30), Respirator Implant (20), Combat Stims (4), Elerium Emitter (40), Mimic Beacon (25), Plasma Stellerator (10), Battle Computer (30)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Plasma Pistol, SMG (15) Plasma Rifle, Carbine, Autopistol (30), Plasma Battle Rifle, Reflex Cannon, Novagun, Dragon, Strike Rifle, Sniper Rifle (45), Pulse Particle Cannon, Plasma Autocannon, Blaster Launcher (60), Flamethrower (5), Restorative Mist (10), Kinetic Strike Module (5), Grenade Launcher (10), MiNE (5), Electro Pulse (15)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039;  Titan Armor (8), Shadow Armor (40), MEC-1 (10), MEC-2 (60), MEC-3 (90)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&amp;diff=110343</id>
		<title>Start Bonuses (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&amp;diff=110343"/>
		<updated>2022-07-07T19:44:35Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of a campaign, you must select a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of starting bonuses to choose from.&lt;br /&gt;
&lt;br /&gt;
== Table of Start Bonuses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding: 6px;&amp;quot; | &#039;&#039;&#039;Country Starting Bonuses&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Continent !! style=&amp;quot;padding: 4px;&amp;quot; | Country !! style=&amp;quot;padding: 4px;&amp;quot; | Starting Credits !! style=&amp;quot;padding: 4px;&amp;quot; | Bonus !! style=&amp;quot;padding: 4px;&amp;quot; | Description &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color: #eaecf0; min-width:84px;&amp;quot; | &#039;&#039;&#039;Africa&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;min-width:80px;&amp;quot; | [[File:Flag of Egypt.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Egypt&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;min-width:80px;&amp;quot; | §600&lt;br /&gt;
| style=&amp;quot;min-width:84px; color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;For the Sake of Glory&#039;&#039;&#039;&#039;&#039; || All injury and fatigue times are reduced by 20%.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan = &amp;quot;3&amp;quot; | [[File:Flag of Nigeria.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Nigeria&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §800|| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Pax Nigeriana&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +1.3 mobility.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Advanced Conversion&#039;&#039;&#039;&#039;&#039; || MEC augmentation acts as if all soldiers have +3 HP.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bred Tough&#039;&#039;&#039;&#039;&#039; || All biosoldiers and MECs start with +10 base DR. Bonus attributes do not affect MEC augmentation.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan = &amp;quot;2&amp;quot; | [[File:Flag of South Africa.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;South Africa&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §750|| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Resourceful&#039;&#039;&#039;&#039;&#039; || Additional salvage teams from UFOs will recover double the alloys and elerium without additional cost.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Survival Training&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +4 HP. Bonus attributes do not affect MEC augmentation. All injury times are reduced by 15%.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Asia&#039;&#039;&#039; || rowspan = &amp;quot;2&amp;quot; | [[File:Flag of Australia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Australia&#039;&#039;&#039; || rowspan = &amp;quot;2&amp;quot; | §850 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Per Ardua Ad Astra&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +2 HP, +4 aim, and +4 will. Bonus attributes do not affect MEC augmentation or psi training.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Robotics&#039;&#039;&#039;&#039;&#039; || +15 aim bonus for SHIV&#039;s and MEC troopers.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;3&amp;quot; | [[File:Flag of China.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;China&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §750 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Assembly Line&#039;&#039;&#039;&#039;&#039; || Start with two workshops (1st floor, both to the right of the elevator) and 10 extra engineers in your base. Removes the maintenance cost of workshops.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Xenological Remedies&#039;&#039;&#039;&#039;&#039; || Increased credits (Impossible: 7x, Brutal: 8x, Classic: 9x, Normal: 10x) from alien corpse, captive, and wreck sales.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Deus Ex&#039;&#039;&#039;&#039;&#039; || 90% reduction in genemod meld, credits, and modification time. &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;2&amp;quot; | [[File:Flag of India.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;India&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §800 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jai Vidwan&#039;&#039;&#039;&#039;&#039; || Increases the bonus research from laboratories and their adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions. Start with 150 weapon fragments (modified by campaign length) and 300 elerium. &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jai Jawan&#039;&#039;&#039;&#039;&#039; || Start with 2 additional Interceptors and increase aircraft fire rate by 25%.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;4&amp;quot; | [[File:Flag of Japan.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Japan&#039;&#039;&#039; || rowspan =&amp;quot;4&amp;quot; | §750 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ring of Fire&#039;&#039;&#039;&#039;&#039; || Thermogenerators produce 250 credits each month instead of having an upkeep cost. Start with 6 steam vents with no location restrictions (instead of 1 steam vent on the 4th floor). &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ghost In the Machine&#039;&#039;&#039;&#039;&#039; || Start with 2 extra SHIVs and all SHIVs receive +30 aim.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Kiryu-Kai Commanders&#039;&#039;&#039;&#039;&#039; || Start with an additional soldier: a Japanese Master Sergeant of a random class with Perseverance [Fatigue and injury times reduced by 50%]. Active and fatigued soldiers gain xp each day equal to 3 + the number of months passed.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Global Networking&#039;&#039;&#039;&#039;&#039; || Intel Scans cost 20 credits (from 200), Grey Market sell prices are 50% higher, and monthly XCOM funding increased by 7%.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Europe&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | [[File:Flag of France.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;France&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §450 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Quai d&#039;Orsay&#039;&#039;&#039;&#039;&#039; || Country item requests occur 50% faster, fulfilled requests provide 50% additional defense, and intel scans cost 50% less. &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Foreign Legion&#039;&#039;&#039;&#039;&#039; || Start with 14 additional soldiers. &lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of Germany.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Germany&#039;&#039;&#039; || rowspan =&amp;quot;4&amp;quot; | §400 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Skunkworks&#039;&#039;&#039;&#039;&#039; || Item production time is reduced by 40%. Start with all elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Baumeister&#039;&#039;&#039;&#039;&#039; || Start with all elevators built and 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%. &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;NeoPanzers&#039;&#039;&#039;&#039;&#039; || MECs and SHIVs start with +1.3 mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Militarization&#039;&#039;&#039;&#039;&#039; || Soldier costs and arrival time are decreased by 50% and twice the officer billets are unlocked from all OTS upgrades.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;2&amp;quot; | [[File:Flag of Russia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Russia&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §600 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Uralvagonzavod&#039;&#039;&#039;&#039;&#039; || Basic/Alloy/Hover SHIVs gain +4/6/8 damage, respectively. All SHIVs gain +10 base DR.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Roscosmos&#039;&#039;&#039;&#039;&#039; || All satellites cost 70% less to build and start with a satellite nexus (instead of a satellite uplink).&lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of UK.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United Kingdom&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §450 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Special Air Service&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +8 aim.  &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Their Finest Hour&#039;&#039;&#039;&#039;&#039; || All aircraft gain 15 dodge and damaged planes have no speed or aim malus.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Sandhurst&#039;&#039;&#039;&#039;&#039; || 20% reduction in mission fatigue and missions required to unlock Officer Training School projects. &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;North America&#039;&#039;&#039; ||rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Canada.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Canada&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §700 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Advanced Preparations&#039;&#039;&#039;&#039;&#039; || Start with 3 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, left of elevator), and a fission generator (1st floor, far right) built. &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cadre&#039;&#039;&#039;&#039;&#039; || Five of the initial PFCs start at the Lance Corporal rank and gain Perseverance [Fatigue and injury times reduced by 50%]. Active and fatigued soldiers gain xp each day equal to 1 + the number of months passed.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Research Focus&#039;&#039;&#039;&#039;&#039; || Start with two laboratories (1st floor, both to the right of the elevator), 200 elerium, and 20 extra scientists in your base. Removes the maintenance cost of laboratories.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Mexico.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mexico&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §750 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Wealthy Benefactor&#039;&#039;&#039;&#039;&#039; || Start with 1600 bonus Credits.   &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ancient Artifacts&#039;&#039;&#039;&#039;&#039; || Start the campaign with 100 meld, an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking Fusion Weapons.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Legacy of Uxmal&#039;&#039;&#039;&#039;&#039; || Alien research speed decreased by 5%. Biosoldiers gain 20 bonus will, only for the purposes of psionic training.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of USA.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United States&#039;&#039;&#039; || rowspan =&amp;quot;4&amp;quot; | §600 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Special Warfare School&#039;&#039;&#039;&#039;&#039; || All Officer Training School projects cost 80% less. XTPs and retired soldiers provide 60% more experience.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cheyenne Mountain&#039;&#039;&#039;&#039;&#039; || Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 85%.  &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&#039;&#039; || Reduces time required for autopsies and interrogations by 65%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Daredevils&#039;&#039;&#039;&#039;&#039; || Start with 2 additional interceptors. Combat Patrols are twice as effective, cause half as much damage to the aircraft, and the increase in cost after each use is 10 * Alien Level (instead of 50 + 10 * Alien Level).&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;South America&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | [[File:Flag of Argentina (bordered).png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Argentina&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §1200 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Vigilis&#039;&#039;&#039;&#039;&#039; || All biosoldiers units start with +20 will. Bonus attributes do not affect psi training. &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Public Heroes&#039;&#039;&#039;&#039;&#039; || 2.5x credit, scientist, and engineer rewards from abduction missions.  &lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Brazil.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Brazil&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §1300 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jungle Scouts&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +0.6 mobility and +2 HP. Bonus attributes do not affect MEC augmentation. Start with Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ready For War&#039;&#039;&#039;&#039;&#039; || Start with 200 alloys, 100 elerium, 100 weapon fragments (modified by campaign length), and 2 fusion cores. Research credits provide an additional 30% bonus research (reducing research time by 80% instead of 50%).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Born to Fly&#039;&#039;&#039;&#039;&#039; || Pilots gain 3 aim per kill instead of 0.5 (scales with Campaign Length).&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Commander%27s_Journal_(LWOTC)&amp;diff=107822</id>
		<title>Commander&#039;s Journal (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Commander%27s_Journal_(LWOTC)&amp;diff=107822"/>
		<updated>2022-05-14T19:44:55Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* The Chosen and Alien Rulers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of posts on the &#039;&#039;&#039;[https://xcom.substack.com/ Commander&#039;s Journal]&#039;&#039;&#039; substack related to Long War of the Chosen.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-early-game-tactics?s=w Early Game Tactics]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-squad-composition-officers?s=w Squad Composition]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-advanced-tactics?s=w Mid/Late Game Tactics]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-the-chosen-and-alien-rulers?s=w The Chosen and Alien Rulers]===&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-early-game-strategy?s=w Early Game Strategy]===&lt;br /&gt;
===[https://xcom.substack.com/p/long-war-2-liberation-guide?s=w Liberation Guide]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-midlate-game-strategy?s=w Mid/Late Game Strategy]===&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Commander%27s_Journal_(LWOTC)&amp;diff=107821</id>
		<title>Commander&#039;s Journal (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Commander%27s_Journal_(LWOTC)&amp;diff=107821"/>
		<updated>2022-05-14T19:44:19Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of posts on the &#039;&#039;&#039;[https://xcom.substack.com/ Commander&#039;s Journal]&#039;&#039;&#039; substack related to Long War of the Chosen.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-early-game-tactics?s=w Early Game Tactics]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-squad-composition-officers?s=w Squad Composition]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-advanced-tactics?s=w Mid/Late Game Tactics]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-the-chosen-and-alien-rulers?sd=nfs The Chosen and Alien Rulers]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-early-game-strategy?s=w Early Game Strategy]===&lt;br /&gt;
===[https://xcom.substack.com/p/long-war-2-liberation-guide?s=w Liberation Guide]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-midlate-game-strategy?s=w Mid/Late Game Strategy]===&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Commander%27s_Journal_(LWOTC)&amp;diff=107819</id>
		<title>Commander&#039;s Journal (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Commander%27s_Journal_(LWOTC)&amp;diff=107819"/>
		<updated>2022-05-14T19:06:26Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of posts on the &#039;&#039;&#039;[https://xcom.substack.com/ Commander&#039;s Journal]&#039;&#039;&#039; substack related to Long War of the Chosen.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-early-game-tactics?s=w Early Game Tactics]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-squad-composition-officers?s=w Squad Composition]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-advanced-tactics?s=w Mid/Late Game Tactics]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-early-game-strategy?s=w Early Game Strategy]===&lt;br /&gt;
===[https://xcom.substack.com/p/long-war-2-liberation-guide?s=w Liberation Guide]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-midlate-game-strategy?s=w Mid/Late Game Strategy]===&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Commander%27s_Journal_(LWOTC)&amp;diff=107818</id>
		<title>Commander&#039;s Journal (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Commander%27s_Journal_(LWOTC)&amp;diff=107818"/>
		<updated>2022-05-14T19:05:36Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: Created page with &amp;quot;This is a collection of posts on the &amp;#039;&amp;#039;&amp;#039;[https://xcom.substack.com/ Commander&amp;#039;s Journal]&amp;#039;&amp;#039;&amp;#039; substack related to Long War of the Chosen.  ==Tactics== ===[https://xcom.substack....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of posts on the &#039;&#039;&#039;[https://xcom.substack.com/ Commander&#039;s Journal]&#039;&#039;&#039; substack related to Long War of the Chosen.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-early-game-tactics?s=w Early Game Tactics]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-squad-composition-officers?s=w Squad Composition]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-advanced-tactics?s=w Mid/Late Game Tactics]===&lt;br /&gt;
2017]===&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-early-game-strategy?s=w Early Game Strategy]===&lt;br /&gt;
===[https://xcom.substack.com/p/long-war-2-liberation-guide?s=w Liberation Guide]===&lt;br /&gt;
===[https://xcom.substack.com/p/lwotc-midlate-game-strategy?s=w Mid/Late Game Strategy]===&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War_of_the_Chosen_Table&amp;diff=107817</id>
		<title>Long War of the Chosen Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War_of_the_Chosen_Table&amp;diff=107817"/>
		<updated>2022-05-14T18:59:22Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;Long War of the Chosen&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- style = &amp;quot;font-weight: bolder; color: black; background: #000000; text-align: center;&amp;quot;&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | [[File:Lwotc.png|x50px]]&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Immortal_Commander.jpg|30px|Overview|link=]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Differences from Long War 2 (LWOTC)|Differences from LW2/WotC]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Perk List (LWOTC)|Perk List]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bug/Features (LWOTC)|Bugs/Features]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding LWOTC|Modding LWOTC]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Troubleshooting (LWOTC)|Troubleshooting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Difficulty Levels (LWOTC)|Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Second Wave Options (LWOTC)|Second Wave Options]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Commander&#039;s Journal (LWOTC)|Commander&#039;s Journal]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:LW SquadIcon39.png|30px|Soldiers|link=Soldiers (LWOTC)]] &#039;&#039;&#039;[[Soldiers (LWOTC)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[File:LW2 class assault.png|24px|Assault|link=Assault (LWOTC)]] [[Assault (LWOTC)|Assault]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class grenadier.png|24px|Grenadier|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|Grenadier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LW2 class Gunner.png|24px|Gunner|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|Gunner]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class ranger.png|24px|Ranger|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class sharpshooter.png|24px|Sharpshooter|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|Sharpshooter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LW2 class Shinobi.png|24px|Shinobi|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|Shinobi]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class specialist.png|24px|Specialist|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|Specialist]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LW2 class Technical.png|24px|Technical|link=Technical (LWOTC)]] [[Technical (LWOTC)|Technical]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class psiop.png|24px|Psi Operative|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|Psi Operative]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class spark.png|24px|SPARK|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|SPARK]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class reaper.png|24px|Reaper|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|Reaper]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class skirmisher.png|24px|Skirmisher|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|Skirmisher]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class templar.png|24px|Templar|link=Templar (LWOTC)]] [[Templar (LWOTC)|Templar]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LWOfficers RankFieldCommander.png|24px|Officer|link=Officers (LWOTC)]] [[Officers (LWOTC)|Officer]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2 UIEvent blackmarket.png|30px|Arsenal|link=]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 ConvPistol.png|40px|Weapons|link=Weapons (LWOTC)]] [[Weapons (LWOTC)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM2 Inv Kevlar Armor.png|40px|Armor|link=Armor (LWOTC)]] [[Armor (LWOTC)|Armor]]&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM2 Inv Frag Grenade.png|40px|Equipment|link=Equipment (LWOTC)]] [[Equipment (LWOTC)|Equipment]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:LW SquadIcon1.png|30px|The Avenger|link=]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 Icon science.png|20px|Research|link=Research (LWOTC)]] [[Research (LWOTC)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 Icon engineering.png|20px|Engineering|link=Engineering (LWOTC)]] [[Engineering (LWOTC)|Engineering]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 Icon construction.png|20px|Facilities|link=Facilities (LWOTC)]] [[Facilities (LWOTC)|Facilities]]&lt;br /&gt;
&lt;br /&gt;
: [[Training Center (LWOTC)|Training Center]]&lt;br /&gt;
: [[Infirmary (LWOTC)|Infirmary]]&lt;br /&gt;
: [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]]&lt;br /&gt;
: [[Resistance Ring (LWOTC)|Resistance Ring]]&lt;br /&gt;
: [[Proving Ground (LWOTC)|Proving Ground]]&lt;br /&gt;
: [[Psionic Labs (LWOTC)|Psionic Labs]]&lt;br /&gt;
: [[Shadow Chamber (LWOTC)|Shadow Chamber]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2 UIEvent advent.png|30px|ADVENT|link=]] &#039;&#039;&#039;ADVENT Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[ADVENT (LWOTC)|ADVENT Units and Life Forms]]&lt;br /&gt;
: [[ADVENT Unit Stats (LWOTC)|Unit Stats]]&lt;br /&gt;
: [[ADVENT Unit Deployments (LWOTC)|Unit Deployments]]&lt;br /&gt;
&lt;br /&gt;
[[ADVENT&#039;s Agenda (LWOTC)|ADVENT&#039;s Agenda]]&lt;br /&gt;
&lt;br /&gt;
[[File:Darkevent_icon.png|24px|Dark Events|link=Dark Events (LWOTC)]] [[Dark Events (LWOTC)|Dark Events]]&lt;br /&gt;
&lt;br /&gt;
[[Chosen (LWOTC)|Chosen]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:XCOM2 UIEvent council.png|30px|Strategy Layer|link=]] &#039;&#039;&#039;Strategy Layer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Continent Bonus (LWOTC)|Continent Bonus]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Haven Management (LWOTC)|Haven Management]]&lt;br /&gt;
&lt;br /&gt;
[[Squad Management (LWOTC)|Squad Management]]&lt;br /&gt;
&lt;br /&gt;
[[Missions (LWOTC)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
[[Infiltration (LWOTC)|Infiltration]]&lt;br /&gt;
&lt;br /&gt;
[[Sitreps (LWOTC)|Sitreps]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:XCOM2 GOPS.png|30px|Tactical Layer|link=]] &#039;&#039;&#039;Tactical Layer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechanics (LWOTC)|Mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Evac (LWOTC)|Evac]]&lt;br /&gt;
&lt;br /&gt;
[[Reinforcements (LWOTC)|Alien Reinforcements]]&lt;br /&gt;
&lt;br /&gt;
[[Sounds (LWOTC)|Sound Range]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LWOTC)&amp;diff=107435</id>
		<title>Haven Management (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LWOTC)&amp;diff=107435"/>
		<updated>2022-04-29T23:35:49Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Personnel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
Havens are the basis of resistance activity for XCOM and is where you asign your rebels jobs in order to complete various tasks.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production, this doesn&#039;t help reduce the ADVENT strength(Alert level) in the region, but it helps to avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
When Resistance personnel switch jobs, they will be ineffective for 24 hours.&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. Rebels rank up based on the amount of days they were at the haven, requiring a minimum of 21 days for 1 star and an additional minimum  42 days for 2 stars. Once they are present for at least the given time, they have a 10%/5% chance for each respective rank to promote after some interval. Each rank grants a +50% bonus to their effectiveness and grants them two soldier perks that makes them more effective in combat during raids.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms. There is an additional bonus to recruitment based on how many rebels are in the haven if the total population is less than 6 and will only recruit rebels. This serves as a method to recovering a loss haven.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. A higher ranked rebel does not mean it isn&#039;t a faceless. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven. The amount of faceless cannot be mroe than a third of the total haven population (ex. there can&#039;t be mroe than 4 facelesses in a haven of 12 rebels). &lt;br /&gt;
&lt;br /&gt;
On recruiting a new rebel, there&#039;s a base 16% chance that the rebel is a faceless infiltrator. This chance is doubled with the [[Dark_Events_(LW2)#Counterinsurgency_Ops|Haven Infiltrator Dark Event]] active, and reduced by 40% &#039;&#039;each&#039;&#039; if the soldier liaison is a [[Specialist_(LW2)|Specialist]] with [[Perk_List_(LW2)#Scanning_Protocol|Scanning Protocol]], a [[Psi Operative (LW2)|Psi Operative]] with [[Perk_List_(LW2)#Mind_Merge|Mind Merge]], or has a [[Equipment_(LW2)#Grenades|Battle Scanner]] equipped. This reduction is multiplicative and thus will have diminishing returns. This reduction also applies to recruiting rebels through other means such as jailbreaks.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them, but higher rank soldiers, [[Officers_(LW2)|Officers]] and [[Psi Operative (LW2)|Psi Operatives]] will increase the speed at which they are revealed. This mission is not required to complete in order to remove faceless from the haven as their cover is now blown, this is more an opportunity to strike back at advent and loot their corpses.&lt;br /&gt;
&lt;br /&gt;
Finishing a rendezvous mission does not necessarily mean all faceless in the region have succesfully been eliminated. The amount of faceless that can be present on a given rendezvous is based on the local [[ADVENT%27s_Agenda_(LWOTC)#Force_Level|Force Level]] and is shown in the mission brief.&lt;br /&gt;
&lt;br /&gt;
Changing your liason does not reset progress in detecting any faceless (per xwynns)[https://www.youtube.com/watch?v=3Tjd2Z2wgd0&amp;amp;feature=youtu.be&amp;amp;t=31m54s]&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations against groups of rebels or even the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing a Full Retaliation will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. Winning that mission will prevent the Retaliation completely and ensure the haven is safe. If you can&#039;t respond to the Retaliation or lose all your rebels during it&#039;s course it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison to recruit new rebels.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity the advisor may also show up in the mission but only soldier advisors will ever be armed. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for 21 days. The advisor will also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels (especially for Intel Raids), in this case the job will still be locked for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum [[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]] and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[ADVENT%27s_Agenda_(LWOTC)#Strength_Level|Strength Level]]&lt;br /&gt;
! Required&lt;br /&gt;
[[ADVENT%27s_Agenda_(LWOTC)#Vigilance_Level|Vigilance Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job(except hiding job) while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Full retaliations also has an additional requirement in order to occur. The haven population must be at lesat 5 in order for the attack to launch meaning that a haven with only 4 rebels will never get attacked regardless of the number of rebels on duty (this does not mean they can&#039;t be raided).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; reduce the minimal rebel on duty count required in order to trigger a retaliation to an absolute minimum of three. This means that 3 faceless &amp;quot;rebels&amp;quot; can trigger a recruit raid.&lt;br /&gt;
&lt;br /&gt;
=== Rebel Loadouts ===&lt;br /&gt;
During mini retaliations (raids) and rendezvous, rebels are equipped with weaponry to aid soldiers in combat. Rebels have a random chance to receive weapon tech based on approximately 1 tech level below the highest weapon tech XCOM has researched (but also requires all previous tech to have been researched as well). Example, if XCOM has researched up to advanced magnetics, then rebels have a random chance to carry laser weapons during missions where they are armed. Rebels also receive a guaranteed HP bonus based on the armor tech XCOM has researched, gaining an additional +2 HP with predator armor and another +3 HP with powered armor (total +5 HP). &lt;br /&gt;
The rebels randomly gain one of the following loadouts during missions they are armed:&lt;br /&gt;
* 60% chance to carry a rifle, a frag grenade, and a flashbang grenade.&lt;br /&gt;
* 20% chance to carry a smg, a frag grenade, and a smoke grenade.&lt;br /&gt;
* 20% chance to carry a shotgun, a frag grenade, and a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it instantly destroys up to 5 Advent Legions/Strength present in the region with any excess transferring to adjacent regions, all regions in the world gain 1 vigilance with adjacent regions gaining another point, stops generating new missions and any current missions underway in the region and grants any currently infiltrating missions in that region a +50% bonus to infiltration but must be launched or aborted. &lt;br /&gt;
&lt;br /&gt;
This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Additionally, any current missions underway will instantly stop meaning it can cancel any dark events being researched in the region and stops any current retaliations in the region upon liberation. Haven Invasions will happen if Advent reinforces the Advent Strength to 8 onto an adjacent region. You can prevent invasion by detecting the first step of invasion(Supply Line Raid) on the liberated region before the invasion. This cannont occur on newly liberated regions until after 21 days has passed.&lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=107433</id>
		<title>Facilities (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=107433"/>
		<updated>2022-04-29T21:14:11Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
The Avenger starts with 5/12 power due to existing facilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
This table summarizes the purchasable facilities and upgrades as of version 1.5. (E = engineer, S = scientist)&lt;br /&gt;
!Facility !! Cost/Upgrades !! Time !! Power !! Staff !! Upkeep !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|GTS              ||$150/35/35      ||14d     ||-2/3/4   || -        ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Ring  ||$80/100         ||12d     ||-3/5     ||S 2       ||$0 ||Enables more Covert Misssions; upgrades reduce mission time&lt;br /&gt;
|-&lt;br /&gt;
|Infirmary        ||$150            ||14d     ||-3       ||S 1       ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty)&lt;br /&gt;
|-&lt;br /&gt;
|Training Center  ||$150            ||14d     ||-3       ||          ||$0 ||Allows purchase of special abilities with skill points, and advanced bond training&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory       ||$150/60/60/60   ||14d     ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output&lt;br /&gt;
|-&lt;br /&gt;
|Workshop         ||$100/40         ||14d     ||+1       ||E 1/2     ||$0 ||Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer&lt;br /&gt;
|-&lt;br /&gt;
|Power Relay      ||$100/60/60      ||10d     ||+4/6/11  ||E 1/2/2   ||$0 ||Each engineer gives Power +5; 2nd upgrade also costs 1xAA 10xEC 1xECore&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Comms ||$150/125        ||14d     ||-4/7     ||E 1/2     ||$0 ||1/2 Contacts; each engineer gives +2 Contacts&lt;br /&gt;
|-&lt;br /&gt;
|Proving Ground   ||$50             ||14d     ||-2       ||E 2       ||$0 || Each engineer reduces project time by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Defense Matrix   ||$50/35          ||14d     ||-1/2     ||E 1       ||$0 ||2/4 Turrets; engineer improves Turret stats&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lab          ||$150/100        ||14d     ||-3/5     ||S 2       ||$0 ||Build and upgrade also cost 1xECore; scientists reduce psi training time 50%/66%&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Chamber   ||$250/250        ||45d     ||-8/14    ||-        ||$0 ||Build also costs 10xAA 20xEC 3xECore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Facilities (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=107432</id>
		<title>Facilities (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=107432"/>
		<updated>2022-04-29T21:00:01Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
The Avenger starts with 5/12 power due to existing facilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
This table summarizes the purchasable facilities and upgrades as of version 1.5. (E = engineer, S = scientist)&lt;br /&gt;
!Facility !! Cost/Upgrades !! Time !! Power !! Staff !! Upkeep !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|GTS              ||$150/35/35      ||14d     ||-2/3/4   || -        ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Ring  ||$80/100         ||12d     ||-3/5     || -        ||$0 ||Enables more Covert Misssions; upgrades reduce mission time&lt;br /&gt;
|-&lt;br /&gt;
|Infirmary        ||$150            ||14d     ||-3       ||S 1       ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty)&lt;br /&gt;
|-&lt;br /&gt;
|Training Center  ||$150            ||14d     ||-3       ||          ||$0 ||Allows purchase of special abilities with skill points, and advanced bond training&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory       ||$150/60/60/60   ||14d     ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output&lt;br /&gt;
|-&lt;br /&gt;
|Workshop         ||$100/40         ||14d     ||+1       ||E 1/2     ||$0 ||Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer&lt;br /&gt;
|-&lt;br /&gt;
|Power Relay      ||$100/60/60      ||10d     ||+4/6/11  ||E 1/2/2   ||$0 ||Each engineer gives Power +5; 2nd upgrade also costs 1xAA 10xEC 1xECore&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Comms ||$150/125        ||14d     ||-4/7     ||E 1/2     ||$0 ||1/2 Contacts; each engineer gives +2 Contacts&lt;br /&gt;
|-&lt;br /&gt;
|Proving Ground   ||$50             ||14d     ||-2       ||E 2       ||$0 || Each engineer reduces project time by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Defense Matrix   ||$50/35          ||14d     ||-1/2     ||E 1       ||$0 ||2/4 Turrets; engineer improves Turret stats&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lab          ||$150/100        ||14d     ||-3/5     ||S 2       ||$0 ||Build and upgrade also cost 1xECore; scientists reduce psi training time 50%/66%&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Chamber   ||$250/250        ||45d     ||-8/14    ||-        ||$0 ||Build also costs 10xAA 20xEC 3xECore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Facilities (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=107431</id>
		<title>Facilities (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=107431"/>
		<updated>2022-04-29T20:59:03Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
The Avenger starts with 5/12 power due to existing facilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
This table summarizes the purchasable facilities and upgrades as of version 1.5. (E = engineer, S = scientist)&lt;br /&gt;
!Facility !! Cost/Upgrades !! Time !! Power !! Staff !! Upkeep !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|GTS              ||$150/35/35      ||14d     ||-2/3/4   || -        ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Ring  ||$80/100         ||12d     ||-3/5     || -        ||$0 ||Enables Covert Misssions; upgrades reduce mission time&lt;br /&gt;
|-&lt;br /&gt;
|Infirmary        ||$150            ||14d     ||-3       ||S 1       ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty)&lt;br /&gt;
|-&lt;br /&gt;
|Training Center  ||$150            ||14d     ||-3       ||          ||$0 ||Allows purchase of special abilities with skill points, and advanced bond training&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory       ||$150/60/60/60   ||14d     ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output&lt;br /&gt;
|-&lt;br /&gt;
|Workshop         ||$100/40         ||14d     ||+1       ||E 1/2     ||$0 ||Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer&lt;br /&gt;
|-&lt;br /&gt;
|Power Relay      ||$100/60/60      ||10d     ||+4/6/11  ||E 1/2/2   ||$0 ||Each engineer gives Power +5; 2nd upgrade also costs 1xAA 10xEC 1xECore&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Comms ||$150/125        ||14d     ||-4/7     ||E 1/2     ||$0 ||1/2 Contacts; each engineer gives +2 Contacts&lt;br /&gt;
|-&lt;br /&gt;
|Proving Ground   ||$50             ||14d     ||-2       ||E 2       ||$0 || Each engineer reduces project time by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Defense Matrix   ||$50/35          ||14d     ||-1/2     ||E 1       ||$0 ||2/4 Turrets; engineer improves Turret stats&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lab          ||$150/100        ||14d     ||-3/5     ||S 2       ||$0 ||Build and upgrade also cost 1xECore; scientists reduce psi training time 50%/66%&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Chamber   ||$250/250        ||45d     ||-8/14    ||-        ||$0 ||Build also costs 10xAA 20xEC 3xECore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Facilities (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=106196</id>
		<title>Facilities (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=106196"/>
		<updated>2022-02-11T13:56:33Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
The Avenger starts with 5/12 power due to existing facilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
This table summarizes the purchasable facilities and upgrades as of version 1.5. (E = engineer, S = scientist)&lt;br /&gt;
!Facility !! Cost/Upgrades !! Time !! Power !! Staff !! Upkeep !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|GTS              ||$150/35/35      ||14d     ||-2/3/4   || -        ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Ring  ||$80/100         ||12d     ||-3/2     || -        ||$0 ||Enables Covert Misssions; upgrades reduce mission time&lt;br /&gt;
|-&lt;br /&gt;
|Infirmary        ||$150            ||14d     ||-3       ||S 1       ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty)&lt;br /&gt;
|-&lt;br /&gt;
|Training Center  ||$150            ||14d     ||-3       ||          ||$0 ||Allows purchase of special abilities with skill points, and advanced bond training&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory       ||$150/60/60/60   ||14d     ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output&lt;br /&gt;
|-&lt;br /&gt;
|Workshop         ||$100/40         ||14d     ||+1       ||E 1/2     ||$0 ||Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer&lt;br /&gt;
|-&lt;br /&gt;
|Power Relay      ||$100/60/60      ||10d     ||+4/6/11  ||E 1/2/2   ||$0 ||Each engineer gives Power +5; 2nd upgrade also costs 1xAA 10xEC 1xECore&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Comms ||$150/125        ||14d     ||-4/7     ||E 1/2     ||$0 ||1/2 Contacts; each engineer gives +2 Contacts&lt;br /&gt;
|-&lt;br /&gt;
|Proving Ground   ||$50             ||14d     ||-2       ||E 2       ||$0 || Each engineer reduces project time by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Defense Matrix   ||$50/35          ||14d     ||-1/2     ||E 1       ||$0 ||2/4 Turrets; engineer improves Turret stats&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lab          ||$150/100        ||14d     ||-3/5     ||S 2       ||$0 ||Build and upgrade also cost 1xECore; scientists reduce psi training time 50%/66%&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Chamber   ||$250/250        ||45d     ||-8/14    ||-        ||$0 ||Build also costs 10xAA 20xEC 3xECore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Facilities (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=106195</id>
		<title>Facilities (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=106195"/>
		<updated>2022-02-11T13:53:52Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
The Avenger starts with 5/12 power due to existing facilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
This table summarizes the purchasable facilities and upgrades as of version 1.5. (E = engineer, S = scientist)&lt;br /&gt;
!Facility !! Cost/Upgrades !! Time !! Power !! Staff !! Upkeep !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|GTS              ||$150/35/35      ||14d     ||-2/3/4   || -        ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Ring  ||$80/100         ||12d      ||-3/2    || -        ||$0 ||Enables Covert Misssions; upgrades reduce mission time&lt;br /&gt;
|-&lt;br /&gt;
|AWC              ||$150/120        ||14d     ||-3/6     ||S 1       ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty)&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory       ||$150/60/60/60   ||14d     ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output&lt;br /&gt;
|-&lt;br /&gt;
|Workshop         ||$100/40         ||14d     ||+1       ||E 1/2     ||$0 ||Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer&lt;br /&gt;
|-&lt;br /&gt;
|Power Relay      ||$100/60/60      ||10d     ||+4/6/11  ||E 1/2/2   ||$0 ||Each engineer gives Power +5; 2nd upgrade also costs 1xAA 10xEC 1xECore&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Comms ||$150/125        ||14d     ||-4/7     ||E 1/2     ||$0 ||1/2 Contacts; each engineer gives +2 Contacts&lt;br /&gt;
|-&lt;br /&gt;
|Proving Ground   ||$50             ||14d     ||-2       ||E 2       ||$0 || Each engineer reduces project time by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Defense Matrix   ||$50/35          ||14d     ||-1/2     ||E 1       ||$0 ||2/4 Turrets; engineer improves Turret stats&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lab          ||$150/100        ||14d     ||-3/5     ||S 2       ||$0 ||Build and upgrade also cost 1xECore; scientists reduce psi training time 50%/66%&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Chamber   ||$250/250        ||45d     ||-8/14    ||-        ||$0 ||Build also costs 10xAA 20xEC 3xECore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Facilities (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=106058</id>
		<title>Facilities (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=106058"/>
		<updated>2022-02-02T23:22:44Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: Resistance ring days&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
The Avenger starts with 5/12 power due to existing facilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
This table summarizes the purchasable facilities and upgrades as of version 1.5. (E = engineer, S = scientist)&lt;br /&gt;
!Facility !! Cost/Upgrades !! Time !! Power !! Staff !! Upkeep !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|GTS              ||$150/35/35      ||14d     ||-2/3/4   || -        ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Ring  ||$80/?/?         ||12d      ||-3/?/?   || -        ||$0 ||Enables Covert Misssions; upgrades reduce mission time&lt;br /&gt;
|-&lt;br /&gt;
|AWC              ||$150/120        ||14d     ||-3/6     ||S 1       ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty)&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory       ||$150/60/60/60   ||14d     ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output&lt;br /&gt;
|-&lt;br /&gt;
|Workshop         ||$100/40         ||14d     ||+1       ||E 1/2     ||$0 ||Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer&lt;br /&gt;
|-&lt;br /&gt;
|Power Relay      ||$100/60/60      ||10d     ||+4/6/11  ||E 1/2/2   ||$0 ||Each engineer gives Power +5; 2nd upgrade also costs 1xAA 10xEC 1xECore&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Comms ||$150/125        ||14d     ||-4/7     ||E 1/2     ||$0 ||1/2 Contacts; each engineer gives +2 Contacts&lt;br /&gt;
|-&lt;br /&gt;
|Proving Ground   ||$50             ||14d     ||-2       ||E 2       ||$0 || Each engineer reduces project time by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Defense Matrix   ||$50/35          ||14d     ||-1/2     ||E 1       ||$0 ||2/4 Turrets; engineer improves Turret stats&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lab          ||$150/100        ||14d     ||-3/5     ||S 2       ||$0 ||Build and upgrade also cost 1xECore; scientists reduce psi training time 50%/66%&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Chamber   ||$250/250        ||45d     ||-8/14    ||-        ||$0 ||Build also costs 10xAA 20xEC 3xECore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Facilities (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=106010</id>
		<title>Facilities (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=106010"/>
		<updated>2022-02-02T14:28:34Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: Added Resistance Ring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
The Avenger starts with 5/12 power due to existing facilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
This table summarizes the purchasable facilities and upgrades as of version 1.5. (E = engineer, S = scientist)&lt;br /&gt;
!Facility !! Cost/Upgrades !! Time !! Power !! Staff !! Upkeep !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|GTS              ||$150/35/35      ||14d     ||-2/3/4   || -        ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Ring  ||$80/?/?         ||6d      ||-3/?/?   || -        ||$0 ||Enables Covert Misssions; upgrades reduce mission time&lt;br /&gt;
|-&lt;br /&gt;
|AWC              ||$150/120        ||14d     ||-3/6     ||S 1       ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty)&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory       ||$150/60/60/60   ||14d     ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output&lt;br /&gt;
|-&lt;br /&gt;
|Workshop         ||$100/40         ||14d     ||+1       ||E 1/2     ||$0 ||Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer&lt;br /&gt;
|-&lt;br /&gt;
|Power Relay      ||$100/60/60      ||10d     ||+4/6/11  ||E 1/2/2   ||$0 ||Each engineer gives Power +5; 2nd upgrade also costs 1xAA 10xEC 1xECore&lt;br /&gt;
|-&lt;br /&gt;
|Resistance Comms ||$150/125        ||14d     ||-4/7     ||E 1/2     ||$0 ||1/2 Contacts; each engineer gives +2 Contacts&lt;br /&gt;
|-&lt;br /&gt;
|Proving Ground   ||$50             ||14d     ||-2       ||E 2       ||$0 || Each engineer reduces project time by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Defense Matrix   ||$50/35          ||14d     ||-1/2     ||E 1       ||$0 ||2/4 Turrets; engineer improves Turret stats&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lab          ||$150/100        ||14d     ||-3/5     ||S 2       ||$0 ||Build and upgrade also cost 1xECore; scientists reduce psi training time 50%/66%&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Chamber   ||$250/250        ||45d     ||-8/14    ||-        ||$0 ||Build also costs 10xAA 20xEC 3xECore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Facilities (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=105905</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=105905"/>
		<updated>2022-01-24T05:50:59Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Bond Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWOTC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WOTC]]:&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Warlock|Chosen Warlock]]&lt;br /&gt;
They now act like bosses and do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WOTC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Assault and Chosen Citadel Assault.&lt;br /&gt;
&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWOTC behave very similarly to their [[Spectre_(XCOM2)|WOTC counterparts]], however they now use their Horror ability more often (when taking a flanking shot or using Shadowbind aren&#039;t viable options), although it no longer causes will loss, but is more likely to panic its target.&lt;br /&gt;
&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWOTC are similar to their [[ADVENT_Purifier_(XCOM2)|WOTC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and flamethrowers being able to go through most cover and having guaranteed damage. Overall, they are much more difficult than they were in WOTC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down). The Disorient status effect no longer disables their flamethrower, but it is still a very powerful tool against them, as it allows your soldiers to maintain a safe distance from Purifiers (whose base mobility is rather low).&lt;br /&gt;
&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWOTC were reworked in some ways compared to how they appeared in WOTC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/17%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/6/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WOTC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWOTC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* [[Muton_(LWOTC)|Muton]]&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* [[Sectopod_(LWOTC)|Sectopod]] Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
* Sectopods&#039; HP changed from 35/60/80/100 to 35/60/80/90 (i.e. their HP remains the same on all but Legend difficulty, where it got reduced by 10).&lt;br /&gt;
&lt;br /&gt;
====Naja====&lt;br /&gt;
* [[Naja_(LWOTC)|Naja]] should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
====Advent Vanguard====&lt;br /&gt;
* [[Vanguard_(LWOTC)|Advent Vanguard]]&#039;s aim decreased by 5&lt;br /&gt;
* [[Perk_List_(LWOTC)#Close_Combat_Specialist|Close Combat Specialist]] now functions properly. Beware when approaching them.&lt;br /&gt;
&lt;br /&gt;
====Gatekeeper====&lt;br /&gt;
* [[Gatekeeper_(LWOTC)|Gatekeeper]] closed state defense lowered from 25 to 20&lt;br /&gt;
* Gatekeeper gateway ability radii lowered from 10.5 to 8.&lt;br /&gt;
&lt;br /&gt;
====Advent General====&lt;br /&gt;
* [[Advent_General_(LWOTC)|Advent General]] damage slightly reduced.&lt;br /&gt;
&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WOTC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. This also works against targets that were initially armored but had their armor removed via shredding.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWOTC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bladestorm|Bladestorm]] no longer triggers on the owning unit&#039;s turn.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Chain Lightning|Chain Lightning]] no longer targets all visible enemies, instead it now chain jumps to nearby enemies (within 6 tiles), up to 4 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/50%.&lt;br /&gt;
* SMGs lose 1 bonus mobility but now has higher close range bonuses and 3 ammo from 2. This makes it better as a weapon in exchange for slightly less mobility.&lt;br /&gt;
* [[Weapons (LWOTC)#Autopistols|Autopistols]] are now a pistol type and can be used by anyone. They have a shorter range and lower base damage than a regular pistol but is more effective on critical hits.&lt;br /&gt;
* Chosen Weapons have been redesigned and now act as a sidegrade to plasma tech than purely a better weapon. Their damage is equivalent to that of Coil tech but in exchange gain unique perks.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives each now have a 3rd tier:&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade: deals more damage and features a higher critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as [[Sectopod_(LWOTC)|Sectopods]].&lt;br /&gt;
* EMP grenades now always disorient robotic units.&lt;br /&gt;
* EMP grenades now require Advent Turret wrecks from Drone and MEC wrecks.&lt;br /&gt;
* Bluescreen rounds now has a 50% chance to disorient robotic units.&lt;br /&gt;
* The ultrasonic lure can no longer be obtained.&lt;br /&gt;
* Incendiary Grenades now require Advent Purifier corpses from Advent Officer corpses.&lt;br /&gt;
* Acid grenades now require Spectre corpses from Archon corpses.&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Not Created Equal (NCE - a feature of LW2/LWOTC that randomizes the starting stats of soldiers) can no longer affect soldiers&#039; starting defense &#039;&#039;(this feature can be turned back on via XComLW_Toolbox.ini in the Config folder of LWOTC)&#039;&#039;, it will always be set to 0. This was done because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* With the addition of the fatigue mechanic from WOTC, average will stat has been increased to 30 from 25 to accommadate.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WOTC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants 1 additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-Psionic soldiers can&#039;t make use of the Psi stat, and Psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
* Supply Raids, Troop Columns, UFOs now additionally grant enemy stat bonuses as well as increasing enemy count based on underinfiltration (0-24%, 25-49%, 50-74%,75-99%). Underinfiltration was meant to be a risk reward system where you take on more enemies and other negative modifiers in order to complete a mission but high level players abused this mechanic and launched at 0% infiltration to gain more corpses becoming more of a benefit than the intended drawback. Enemies now gain a flat Aim and Defense bonus with an HP multiplier, these bonuses increases with lower infiltration.&lt;br /&gt;
* Quality of Life Change: Liberation 1/Find a UFO/Find a Facility Lead missions are all now shown explicitly, being able to tell what the mission is at a glance from lw2&#039;s vagueness tagging these missions with a &amp;quot;Find a lead&amp;quot; descriptor.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
The heroes have gone under a significant rework and play very differently than the base game but still serve a similar role&lt;br /&gt;
===Reapers===&lt;br /&gt;
[[Reaper (LWOTC)|Reaper]] still serves a similar role as a scout and marksman for the team. Shadow no longer has charges and instead gains a 4 turn cooldown but has been significantly reworked. All actions will reveal the reaper (except primary weapon kills with [[Perk_List_(LWOTC)#Silent_Killer|Silent Killer]]) and automatically reveals after 2 turns but never reveals when using their new secondary [[Weapons_(LWOTC)#Throwing_Knives|Throwing Knives]] which can further be improved by perks.&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
[[Skirmisher (LWOTC)|Skirmisher]] serves a similar role in being mid-frontline infantry focused primarily on combat but also some side support. Most of the skirmisher&#039;s kit is like their base counterpart but instead of having standard shots being non-turn ending, they now get [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] which grants vastly more flexibility on how to utilize their actions and changes the focus of being a stationary trooper firing off many shots to hit and run tactics.&lt;br /&gt;
===Templar===&lt;br /&gt;
[[Templar (LWOTC)|Templar]] serves a similar role as a melee focused damage dealer or using special psionic abilities but they now have an additional role they can serve. Templar now carries a [[Weapons_(LWOTC)#Ballistic_Shields|Ballistic Shields]] as their secondary which allows them to take damage better than any ally. Focus no longer grants any bonuses when holding them to discourage hoarding focus and never using them in addition to easier focus generation. Rend no longer requires a kill to grant focus but instead only requiring the attack to be made allowing for easier focus gain and allows for more liberal use of powerful abilities that cost focus. Additionally there are several perks that also grant focus to make this task even easier.&lt;br /&gt;
&lt;br /&gt;
==Tactical Changes==&lt;br /&gt;
* Poison now always lasts two turns (note exiting the cloud refreshes the duration making it last three turns). Buff to poison,venomm rounds, and gas grenades as poison always had a chance to disappear immediately and have no effect.&lt;br /&gt;
* Enemies that enter yellow/red alert (cautious/active) now gain a bonus to detection radii.&lt;br /&gt;
* Missions that extend mission timers (sitreps or map size) will also reduce reinforcement accordingly, this should help on missions that are generally longer than other missions without adding any additional difficulty.&lt;br /&gt;
* There is now a blue circle around units with close combat specialist as an indicator to where it can trigger.&lt;br /&gt;
&lt;br /&gt;
==Bond Mechanics==&lt;br /&gt;
The teamwork ability (acquired at bond level 1) no longer grants a free action; instead it grants a free move. At bond level 2 Teamwork is replaced by Advanced Teamwork which grants an unrestricted free action.&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=105903</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=105903"/>
		<updated>2022-01-24T01:08:58Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Bond Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWOTC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WOTC]]:&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Warlock|Chosen Warlock]]&lt;br /&gt;
They now act like bosses and do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WOTC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Assault and Chosen Citadel Assault.&lt;br /&gt;
&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWOTC behave very similarly to their [[Spectre_(XCOM2)|WOTC counterparts]], however they now use their Horror ability more often (when taking a flanking shot or using Shadowbind aren&#039;t viable options), although it no longer causes will loss, but is more likely to panic its target.&lt;br /&gt;
&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWOTC are similar to their [[ADVENT_Purifier_(XCOM2)|WOTC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and flamethrowers being able to go through most cover and having guaranteed damage. Overall, they are much more difficult than they were in WOTC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down). The Disorient status effect no longer disables their flamethrower, but it is still a very powerful tool against them, as it allows your soldiers to maintain a safe distance from Purifiers (whose base mobility is rather low).&lt;br /&gt;
&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWOTC were reworked in some ways compared to how they appeared in WOTC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/17%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/6/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WOTC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWOTC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* [[Muton_(LWOTC)|Muton]]&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* [[Sectopod_(LWOTC)|Sectopod]] Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
* Sectopods&#039; HP changed from 35/60/80/100 to 35/60/80/90 (i.e. their HP remains the same on all but Legend difficulty, where it got reduced by 10).&lt;br /&gt;
&lt;br /&gt;
====Naja====&lt;br /&gt;
* [[Naja_(LWOTC)|Naja]] should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
====Advent Vanguard====&lt;br /&gt;
* [[Vanguard_(LWOTC)|Advent Vanguard]]&#039;s aim decreased by 5&lt;br /&gt;
* [[Perk_List_(LWOTC)#Close_Combat_Specialist|Close Combat Specialist]] now functions properly. Beware when approaching them.&lt;br /&gt;
&lt;br /&gt;
====Gatekeeper====&lt;br /&gt;
* [[Gatekeeper_(LWOTC)|Gatekeeper]] closed state defense lowered from 25 to 20&lt;br /&gt;
* Gatekeeper gateway ability radii lowered from 10.5 to 8.&lt;br /&gt;
&lt;br /&gt;
====Advent General====&lt;br /&gt;
* [[Advent_General_(LWOTC)|Advent General]] damage slightly reduced.&lt;br /&gt;
&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WOTC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. This also works against targets that were initially armored but had their armor removed via shredding.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWOTC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bladestorm|Bladestorm]] no longer triggers on the owning unit&#039;s turn.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Chain Lightning|Chain Lightning]] no longer targets all visible enemies, instead it now chain jumps to nearby enemies (within 6 tiles), up to 4 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/50%.&lt;br /&gt;
* SMGs lose 1 bonus mobility but now has higher close range bonuses and 3 ammo from 2. This makes it better as a weapon in exchange for slightly less mobility.&lt;br /&gt;
* [[Weapons (LWOTC)#Autopistols|Autopistols]] are now a pistol type and can be used by anyone. They have a shorter range and lower base damage than a regular pistol but is more effective on critical hits.&lt;br /&gt;
* Chosen Weapons have been redesigned and now act as a sidegrade to plasma tech than purely a better weapon. Their damage is equivalent to that of Coil tech but in exchange gain unique perks.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives each now have a 3rd tier:&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade: deals more damage and features a higher critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as [[Sectopod_(LWOTC)|Sectopods]].&lt;br /&gt;
* EMP grenades now always disorient robotic units.&lt;br /&gt;
* EMP grenades now require Advent Turret wrecks from Drone and MEC wrecks.&lt;br /&gt;
* Bluescreen rounds now has a 50% chance to disorient robotic units.&lt;br /&gt;
* The ultrasonic lure can no longer be obtained.&lt;br /&gt;
* Incendiary Grenades now require Advent Purifier corpses from Advent Officer corpses.&lt;br /&gt;
* Acid grenades now require Spectre corpses from Archon corpses.&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Not Created Equal (NCE - a feature of LW2/LWOTC that randomizes the starting stats of soldiers) can no longer affect soldiers&#039; starting defense &#039;&#039;(this feature can be turned back on via XComLW_Toolbox.ini in the Config folder of LWOTC)&#039;&#039;, it will always be set to 0. This was done because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* With the addition of the fatigue mechanic from WOTC, average will stat has been increased to 30 from 25 to accommadate.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WOTC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants 1 additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-Psionic soldiers can&#039;t make use of the Psi stat, and Psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
* Supply Raids, Troop Columns, UFOs now additionally grant enemy stat bonuses as well as increasing enemy count based on underinfiltration (0-24%, 25-49%, 50-74%,75-99%). Underinfiltration was meant to be a risk reward system where you take on more enemies and other negative modifiers in order to complete a mission but high level players abused this mechanic and launched at 0% infiltration to gain more corpses becoming more of a benefit than the intended drawback. Enemies now gain a flat Aim and Defense bonus with an HP multiplier, these bonuses increases with lower infiltration.&lt;br /&gt;
* Quality of Life Change: Liberation 1/Find a UFO/Find a Facility Lead missions are all now shown explicitly, being able to tell what the mission is at a glance from lw2&#039;s vagueness tagging these missions with a &amp;quot;Find a lead&amp;quot; descriptor.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
The heroes have gone under a significant rework and play very differently than the base game but still serve a similar role&lt;br /&gt;
===Reapers===&lt;br /&gt;
[[Reaper (LWOTC)|Reaper]] still serves a similar role as a scout and marksman for the team. Shadow no longer has charges and instead gains a 4 turn cooldown but has been significantly reworked. All actions will reveal the reaper (except primary weapon kills with [[Perk_List_(LWOTC)#Silent_Killer|Silent Killer]]) and automatically reveals after 2 turns but never reveals when using their new secondary [[Weapons_(LWOTC)#Throwing_Knives|Throwing Knives]] which can further be improved by perks.&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
[[Skirmisher (LWOTC)|Skirmisher]] serves a similar role in being mid-frontline infantry focused primarily on combat but also some side support. Most of the skirmisher&#039;s kit is like their base counterpart but instead of having standard shots being non-turn ending, they now get [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] which grants vastly more flexibility on how to utilize their actions and changes the focus of being a stationary trooper firing off many shots to hit and run tactics.&lt;br /&gt;
===Templar===&lt;br /&gt;
[[Templar (LWOTC)|Templar]] serves a similar role as a melee focused damage dealer or using special psionic abilities but they now have an additional role they can serve. Templar now carries a [[Weapons_(LWOTC)#Ballistic_Shields|Ballistic Shields]] as their secondary which allows them to take damage better than any ally. Focus no longer grants any bonuses when holding them to discourage hoarding focus and never using them in addition to easier focus generation. Rend no longer requires a kill to grant focus but instead only requiring the attack to be made allowing for easier focus gain and allows for more liberal use of powerful abilities that cost focus. Additionally there are several perks that also grant focus to make this task even easier.&lt;br /&gt;
&lt;br /&gt;
==Tactical Changes==&lt;br /&gt;
* Poison now always lasts two turns (note exiting the cloud refreshes the duration making it last three turns). Buff to poison,venomm rounds, and gas grenades as poison always had a chance to disappear immediately and have no effect.&lt;br /&gt;
* Enemies that enter yellow/red alert (cautious/active) now gain a bonus to detection radii.&lt;br /&gt;
* Missions that extend mission timers (sitreps or map size) will also reduce reinforcement accordingly, this should help on missions that are generally longer than other missions without adding any additional difficulty.&lt;br /&gt;
* There is now a blue circle around units with close combat specialist as an indicator to where it can trigger.&lt;br /&gt;
&lt;br /&gt;
==Bond Mechanics==&lt;br /&gt;
The teamwork ability (bond level 1) no longer grants a free action to the bond mate; instead granting a free move. Advanced Teamwork replaces Teamwork at bond level 2, which grants an unrestricted action point.&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=105902</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=105902"/>
		<updated>2022-01-23T22:42:17Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Main Tree Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWOTC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WOTC]]:&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Warlock|Chosen Warlock]]&lt;br /&gt;
They now act like bosses and do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WOTC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Assault and Chosen Citadel Assault.&lt;br /&gt;
&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWOTC behave very similarly to their [[Spectre_(XCOM2)|WOTC counterparts]], however they now use their Horror ability more often (when taking a flanking shot or using Shadowbind aren&#039;t viable options), although it no longer causes will loss, but is more likely to panic its target.&lt;br /&gt;
&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWOTC are similar to their [[ADVENT_Purifier_(XCOM2)|WOTC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and flamethrowers being able to go through most cover and having guaranteed damage. Overall, they are much more difficult than they were in WOTC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down). The Disorient status effect no longer disables their flamethrower, but it is still a very powerful tool against them, as it allows your soldiers to maintain a safe distance from Purifiers (whose base mobility is rather low).&lt;br /&gt;
&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWOTC were reworked in some ways compared to how they appeared in WOTC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/17%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/6/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WOTC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWOTC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* [[Muton_(LWOTC)|Muton]]&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* [[Sectopod_(LWOTC)|Sectopod]] Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
* Sectopods&#039; HP changed from 35/60/80/100 to 35/60/80/90 (i.e. their HP remains the same on all but Legend difficulty, where it got reduced by 10).&lt;br /&gt;
&lt;br /&gt;
====Naja====&lt;br /&gt;
* [[Naja_(LWOTC)|Naja]] should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
====Advent Vanguard====&lt;br /&gt;
* [[Vanguard_(LWOTC)|Advent Vanguard]]&#039;s aim decreased by 5&lt;br /&gt;
* [[Perk_List_(LWOTC)#Close_Combat_Specialist|Close Combat Specialist]] now functions properly. Beware when approaching them.&lt;br /&gt;
&lt;br /&gt;
====Gatekeeper====&lt;br /&gt;
* [[Gatekeeper_(LWOTC)|Gatekeeper]] closed state defense lowered from 25 to 20&lt;br /&gt;
* Gatekeeper gateway ability radii lowered from 10.5 to 8.&lt;br /&gt;
&lt;br /&gt;
====Advent General====&lt;br /&gt;
* [[Advent_General_(LWOTC)|Advent General]] damage slightly reduced.&lt;br /&gt;
&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WOTC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. This also works against targets that were initially armored but had their armor removed via shredding.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWOTC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bladestorm|Bladestorm]] no longer triggers on the owning unit&#039;s turn.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Chain Lightning|Chain Lightning]] no longer targets all visible enemies, instead it now chain jumps to nearby enemies (within 6 tiles), up to 4 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/50%.&lt;br /&gt;
* SMGs lose 1 bonus mobility but now has higher close range bonuses and 3 ammo from 2. This makes it better as a weapon in exchange for slightly less mobility.&lt;br /&gt;
* [[Weapons (LWOTC)#Autopistols|Autopistols]] are now a pistol type and can be used by anyone. They have a shorter range and lower base damage than a regular pistol but is more effective on critical hits.&lt;br /&gt;
* Chosen Weapons have been redesigned and now act as a sidegrade to plasma tech than purely a better weapon. Their damage is equivalent to that of Coil tech but in exchange gain unique perks.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives each now have a 3rd tier:&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade: deals more damage and features a higher critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as [[Sectopod_(LWOTC)|Sectopods]].&lt;br /&gt;
* EMP grenades now always disorient robotic units.&lt;br /&gt;
* EMP grenades now require Advent Turret wrecks from Drone and MEC wrecks.&lt;br /&gt;
* Bluescreen rounds now has a 50% chance to disorient robotic units.&lt;br /&gt;
* The ultrasonic lure can no longer be obtained.&lt;br /&gt;
* Incendiary Grenades now require Advent Purifier corpses from Advent Officer corpses.&lt;br /&gt;
* Acid grenades now require Spectre corpses from Archon corpses.&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Not Created Equal (NCE - a feature of LW2/LWOTC that randomizes the starting stats of soldiers) can no longer affect soldiers&#039; starting defense &#039;&#039;(this feature can be turned back on via XComLW_Toolbox.ini in the Config folder of LWOTC)&#039;&#039;, it will always be set to 0. This was done because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* With the addition of the fatigue mechanic from WOTC, average will stat has been increased to 30 from 25 to accommadate.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WOTC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants 1 additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-Psionic soldiers can&#039;t make use of the Psi stat, and Psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
* Supply Raids, Troop Columns, UFOs now additionally grant enemy stat bonuses as well as increasing enemy count based on underinfiltration (0-24%, 25-49%, 50-74%,75-99%). Underinfiltration was meant to be a risk reward system where you take on more enemies and other negative modifiers in order to complete a mission but high level players abused this mechanic and launched at 0% infiltration to gain more corpses becoming more of a benefit than the intended drawback. Enemies now gain a flat Aim and Defense bonus with an HP multiplier, these bonuses increases with lower infiltration.&lt;br /&gt;
* Quality of Life Change: Liberation 1/Find a UFO/Find a Facility Lead missions are all now shown explicitly, being able to tell what the mission is at a glance from lw2&#039;s vagueness tagging these missions with a &amp;quot;Find a lead&amp;quot; descriptor.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
The heroes have gone under a significant rework and play very differently than the base game but still serve a similar role&lt;br /&gt;
===Reapers===&lt;br /&gt;
[[Reaper (LWOTC)|Reaper]] still serves a similar role as a scout and marksman for the team. Shadow no longer has charges and instead gains a 4 turn cooldown but has been significantly reworked. All actions will reveal the reaper (except primary weapon kills with [[Perk_List_(LWOTC)#Silent_Killer|Silent Killer]]) and automatically reveals after 2 turns but never reveals when using their new secondary [[Weapons_(LWOTC)#Throwing_Knives|Throwing Knives]] which can further be improved by perks.&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
[[Skirmisher (LWOTC)|Skirmisher]] serves a similar role in being mid-frontline infantry focused primarily on combat but also some side support. Most of the skirmisher&#039;s kit is like their base counterpart but instead of having standard shots being non-turn ending, they now get [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] which grants vastly more flexibility on how to utilize their actions and changes the focus of being a stationary trooper firing off many shots to hit and run tactics.&lt;br /&gt;
===Templar===&lt;br /&gt;
[[Templar (LWOTC)|Templar]] serves a similar role as a melee focused damage dealer or using special psionic abilities but they now have an additional role they can serve. Templar now carries a [[Weapons_(LWOTC)#Ballistic_Shields|Ballistic Shields]] as their secondary which allows them to take damage better than any ally. Focus no longer grants any bonuses when holding them to discourage hoarding focus and never using them in addition to easier focus generation. Rend no longer requires a kill to grant focus but instead only requiring the attack to be made allowing for easier focus gain and allows for more liberal use of powerful abilities that cost focus. Additionally there are several perks that also grant focus to make this task even easier.&lt;br /&gt;
&lt;br /&gt;
==Tactical Changes==&lt;br /&gt;
* Poison now always lasts two turns (note exiting the cloud refreshes the duration making it last three turns). Buff to poison,venomm rounds, and gas grenades as poison always had a chance to disappear immediately and have no effect.&lt;br /&gt;
* Enemies that enter yellow/red alert (cautious/active) now gain a bonus to detection radii.&lt;br /&gt;
* Missions that extend mission timers (sitreps or map size) will also reduce reinforcement accordingly, this should help on missions that are generally longer than other missions without adding any additional difficulty.&lt;br /&gt;
* There is now a blue circle around units with close combat specialist as an indicator to where it can trigger.&lt;br /&gt;
&lt;br /&gt;
==Bond Mechanics==&lt;br /&gt;
The teamwork ability no longer grants a free action to the bond mate; Instead granting a free move.&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=105896</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=105896"/>
		<updated>2022-01-23T22:39:54Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: Added chain lightning, teamwork.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWOTC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WOTC]]:&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_(LWOTC)#The_Warlock|Chosen Warlock]]&lt;br /&gt;
They now act like bosses and do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WOTC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Assault and Chosen Citadel Assault.&lt;br /&gt;
&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWOTC behave very similarly to their [[Spectre_(XCOM2)|WOTC counterparts]], however they now use their Horror ability more often (when taking a flanking shot or using Shadowbind aren&#039;t viable options), although it no longer causes will loss, but is more likely to panic its target.&lt;br /&gt;
&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWOTC are similar to their [[ADVENT_Purifier_(XCOM2)|WOTC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and flamethrowers being able to go through most cover and having guaranteed damage. Overall, they are much more difficult than they were in WOTC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down). The Disorient status effect no longer disables their flamethrower, but it is still a very powerful tool against them, as it allows your soldiers to maintain a safe distance from Purifiers (whose base mobility is rather low).&lt;br /&gt;
&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWOTC were reworked in some ways compared to how they appeared in WOTC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/17%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/6/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WOTC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWOTC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* [[Muton_(LWOTC)|Muton]]&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* [[Sectopod_(LWOTC)|Sectopod]] Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
* Sectopods&#039; HP changed from 35/60/80/100 to 35/60/80/90 (i.e. their HP remains the same on all but Legend difficulty, where it got reduced by 10).&lt;br /&gt;
&lt;br /&gt;
====Naja====&lt;br /&gt;
* [[Naja_(LWOTC)|Naja]] should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
====Advent Vanguard====&lt;br /&gt;
* [[Vanguard_(LWOTC)|Advent Vanguard]]&#039;s aim decreased by 5&lt;br /&gt;
* [[Perk_List_(LWOTC)#Close_Combat_Specialist|Close Combat Specialist]] now functions properly. Beware when approaching them.&lt;br /&gt;
&lt;br /&gt;
====Gatekeeper====&lt;br /&gt;
* [[Gatekeeper_(LWOTC)|Gatekeeper]] closed state defense lowered from 25 to 20&lt;br /&gt;
* Gatekeeper gateway ability radii lowered from 10.5 to 8.&lt;br /&gt;
&lt;br /&gt;
====Advent General====&lt;br /&gt;
* [[Advent_General_(LWOTC)|Advent General]] damage slightly reduced.&lt;br /&gt;
&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WOTC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. This also works against targets that were initially armored but had their armor removed via shredding.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWOTC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bladestorm|Bladestorm]] no longer triggers on the owning unit&#039;s turn.&lt;br /&gt;
* [[Perk_List_(LWOTC)#ChainLightning|Chain Lightning]] no longer targets all visible enemies, instead it now chain jumps to nearby enemies (within 6 tiles), up to 4 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/50%.&lt;br /&gt;
* SMGs lose 1 bonus mobility but now has higher close range bonuses and 3 ammo from 2. This makes it better as a weapon in exchange for slightly less mobility.&lt;br /&gt;
* [[Weapons (LWOTC)#Autopistols|Autopistols]] are now a pistol type and can be used by anyone. They have a shorter range and lower base damage than a regular pistol but is more effective on critical hits.&lt;br /&gt;
* Chosen Weapons have been redesigned and now act as a sidegrade to plasma tech than purely a better weapon. Their damage is equivalent to that of Coil tech but in exchange gain unique perks.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives each now have a 3rd tier:&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade: deals more damage and features a higher critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as [[Sectopod_(LWOTC)|Sectopods]].&lt;br /&gt;
* EMP grenades now always disorient robotic units.&lt;br /&gt;
* EMP grenades now require Advent Turret wrecks from Drone and MEC wrecks.&lt;br /&gt;
* Bluescreen rounds now has a 50% chance to disorient robotic units.&lt;br /&gt;
* The ultrasonic lure can no longer be obtained.&lt;br /&gt;
* Incendiary Grenades now require Advent Purifier corpses from Advent Officer corpses.&lt;br /&gt;
* Acid grenades now require Spectre corpses from Archon corpses.&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Not Created Equal (NCE - a feature of LW2/LWOTC that randomizes the starting stats of soldiers) can no longer affect soldiers&#039; starting defense &#039;&#039;(this feature can be turned back on via XComLW_Toolbox.ini in the Config folder of LWOTC)&#039;&#039;, it will always be set to 0. This was done because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* With the addition of the fatigue mechanic from WOTC, average will stat has been increased to 30 from 25 to accommadate.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WOTC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants 1 additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-Psionic soldiers can&#039;t make use of the Psi stat, and Psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
* Supply Raids, Troop Columns, UFOs now additionally grant enemy stat bonuses as well as increasing enemy count based on underinfiltration (0-24%, 25-49%, 50-74%,75-99%). Underinfiltration was meant to be a risk reward system where you take on more enemies and other negative modifiers in order to complete a mission but high level players abused this mechanic and launched at 0% infiltration to gain more corpses becoming more of a benefit than the intended drawback. Enemies now gain a flat Aim and Defense bonus with an HP multiplier, these bonuses increases with lower infiltration.&lt;br /&gt;
* Quality of Life Change: Liberation 1/Find a UFO/Find a Facility Lead missions are all now shown explicitly, being able to tell what the mission is at a glance from lw2&#039;s vagueness tagging these missions with a &amp;quot;Find a lead&amp;quot; descriptor.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
The heroes have gone under a significant rework and play very differently than the base game but still serve a similar role&lt;br /&gt;
===Reapers===&lt;br /&gt;
[[Reaper (LWOTC)|Reaper]] still serves a similar role as a scout and marksman for the team. Shadow no longer has charges and instead gains a 4 turn cooldown but has been significantly reworked. All actions will reveal the reaper (except primary weapon kills with [[Perk_List_(LWOTC)#Silent_Killer|Silent Killer]]) and automatically reveals after 2 turns but never reveals when using their new secondary [[Weapons_(LWOTC)#Throwing_Knives|Throwing Knives]] which can further be improved by perks.&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
[[Skirmisher (LWOTC)|Skirmisher]] serves a similar role in being mid-frontline infantry focused primarily on combat but also some side support. Most of the skirmisher&#039;s kit is like their base counterpart but instead of having standard shots being non-turn ending, they now get [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] which grants vastly more flexibility on how to utilize their actions and changes the focus of being a stationary trooper firing off many shots to hit and run tactics.&lt;br /&gt;
===Templar===&lt;br /&gt;
[[Templar (LWOTC)|Templar]] serves a similar role as a melee focused damage dealer or using special psionic abilities but they now have an additional role they can serve. Templar now carries a [[Weapons_(LWOTC)#Ballistic_Shields|Ballistic Shields]] as their secondary which allows them to take damage better than any ally. Focus no longer grants any bonuses when holding them to discourage hoarding focus and never using them in addition to easier focus generation. Rend no longer requires a kill to grant focus but instead only requiring the attack to be made allowing for easier focus gain and allows for more liberal use of powerful abilities that cost focus. Additionally there are several perks that also grant focus to make this task even easier.&lt;br /&gt;
&lt;br /&gt;
==Tactical Changes==&lt;br /&gt;
* Poison now always lasts two turns (note exiting the cloud refreshes the duration making it last three turns). Buff to poison,venomm rounds, and gas grenades as poison always had a chance to disappear immediately and have no effect.&lt;br /&gt;
* Enemies that enter yellow/red alert (cautious/active) now gain a bonus to detection radii.&lt;br /&gt;
* Missions that extend mission timers (sitreps or map size) will also reduce reinforcement accordingly, this should help on missions that are generally longer than other missions without adding any additional difficulty.&lt;br /&gt;
* There is now a blue circle around units with close combat specialist as an indicator to where it can trigger.&lt;br /&gt;
&lt;br /&gt;
==Bond Mechanics==&lt;br /&gt;
The teamwork ability no longer grants a free action to the bond mate; Instead granting a free move.&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=104840</id>
		<title>Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=104840"/>
		<updated>2021-11-23T02:24:33Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Bomb Disposal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
= In General =&lt;br /&gt;
&lt;br /&gt;
When a mission appears in the Mission Control room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions.&lt;br /&gt;
&lt;br /&gt;
Any soldier lost will have a 10% chance to lose each piece of equipment (from 40% in LW 1.0).&lt;br /&gt;
&lt;br /&gt;
= Squad Sizes =&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad sizes&#039;&#039;&#039; in Long War Rebalance vary depending on the mission type. Unlike, LW 1.0, they can not be increased through Officer Training School upgrades. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;We are Legion (#25)&#039;&#039;&#039; Second Wave option allows bringing 2 additional soldiers on all Covert Op missions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Mission Type&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Squad Size&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | UFO Sites, DLC Missions, and Base Assaults&lt;br /&gt;
|| 8&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Abduction, Council, Terror, and Covert Op Data Recovery Missions&lt;br /&gt;
|| 6&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Covert Op Extractions&lt;br /&gt;
|| 3&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Temple Assault&lt;br /&gt;
|| 9-11*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;1 additional soldier can be brought for every 5 council nations still supporting XCOM.&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rewards =&lt;br /&gt;
&lt;br /&gt;
All missions reward bounties for most aliens killed and usually some form of panic reduction for a successful mission. Most missions will have meld canisters that yield meld if collected. UFO Missions and Alien Base Assaults reward extra scavenged resources of alloy (based on the type of UFO) and elerium (based on recovered UFO Power Cylinders). Council missions will have set rewards that can include scientists, engineers, credits, panic reduction, and reward soldiers. &lt;br /&gt;
&lt;br /&gt;
Any abduction, terror, or council mission that is completed in under 10 turns has a chance (10% per turn under 10) to have the council offer a 50-100 credit bonus (double on council missions).&lt;br /&gt;
&lt;br /&gt;
All of these rewards will increase in value by 5% per month of the campaign and are modified based on the campaign length.&lt;br /&gt;
&lt;br /&gt;
=Abductions=&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:520px;float:right;&amp;quot;&amp;gt;[[File:LWRabduction.jpg|right|500px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; credits/scientists/engineers/soldiers (see below), -1 panic in country, and -1 panic in continent (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +2 [[Alien_Level_(LWR)|alien research]], +2 country panic, and +1 continent panic (modified by current country panic) (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 12 hours&lt;br /&gt;
&lt;br /&gt;
Alien Abductions are generated by an Abductor and are an [[Alien_Missions_(LWR)#Abduction|Alien Mission]] that occurs a few times a month (depending on Campaign Length) but decreases in frequency by 5% (multiplicatively) each month that passes.&lt;br /&gt;
&lt;br /&gt;
Each time the aliens successfully land an abductor on an abduction mission XCOM will be notified, regardless of where in the world they land. The aliens will attempt 2 sets of 2 abductions spaced a day apart (upped to 2 sets of 3 abductions at 6 months in). XCOM will only be able to respond to 1 of the abductions as the others will expire after one is attempted, so a commander must choose wisely.&lt;br /&gt;
&lt;br /&gt;
The maps for each abduction will be chosen randomly, but smaller maps will be filtered out of more dense abductions.&lt;br /&gt;
&lt;br /&gt;
The density of the abduction is determined on the Light(0) -&amp;gt; Moderate(1) -&amp;gt; Heavy(2) -&amp;gt; Swarming(3) scale as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 Density = 3 - &#039;&#039;Rand&#039;&#039;(5) + Country Panic(out of 100)/33&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 If density is Light(0) or Swarming(3), 75% of the time push the density back to Moderate(1) or Heavy(2), respectively.&lt;br /&gt;
 Highest density is capped at Moderate(1) for the first month and Heavy(2) for the 2nd month&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of aliens at the abduction site depends on the density of the abduction and other factors:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:640px;float:right;&amp;quot;&amp;gt;[[File:LWRAbductionOption.png|right|600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 10px;&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Number of Aliens&lt;br /&gt;
|- &lt;br /&gt;
|| Light || 7-9&lt;br /&gt;
|- &lt;br /&gt;
|| Moderate || 9-11&lt;br /&gt;
|- &lt;br /&gt;
|| Heavy || 11-13&lt;br /&gt;
|- &lt;br /&gt;
|| Swarming || 13-15&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Alien Resources exceeds (50|80)%&lt;br /&gt;
|| +1 | +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Under the &#039;&#039;&#039;alien activity&#039;&#039;&#039; display (see image on right) it will list the density of the abduction, the current level of the aliens, as well as give 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to alien resources being high, increased alien leader levels due to alien aggression being high, or increased aliens due to Incursion Strength being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means two of the previous items, three means all three.&lt;br /&gt;
&lt;br /&gt;
An abduction which is not stopped by XCOM causes panic in the target country and continent, and provides the aliens with additional research. The panic increase is higher if the abduction was conducted in a country with less panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Panic in Abduction Country&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Country and Continent Panic Amount&lt;br /&gt;
|- &lt;br /&gt;
|| 0-20&lt;br /&gt;
|| +9&lt;br /&gt;
|- &lt;br /&gt;
|| 21-40&lt;br /&gt;
|| +6&lt;br /&gt;
|- &lt;br /&gt;
|| 41-100&lt;br /&gt;
|| +3&lt;br /&gt;
|- &lt;br /&gt;
|| Campaign Length&lt;br /&gt;
|| x4 / x2 / x1 / x0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Completing an abduction mission has a chance to grant a reward of credits, scientists, engineers, or a soldier, each with the following amounts:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Reward&lt;br /&gt;
! Amount&lt;br /&gt;
|- &lt;br /&gt;
|| Credits&lt;br /&gt;
|| (40 + &#039;&#039;Rand&#039;&#039;(20)) * (1 + month/10) * Abduction Density (1.0/1.2/1.5/1.9) * Campaign Length (4/2/1/0.5)&lt;br /&gt;
|- &lt;br /&gt;
|| Scientists&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Light or Denser&#039;&#039;&#039;&#039;&#039;: a 20% chance for 1-3 plus a 2nd 20% chance for 1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy or Denser&#039;&#039;&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;Chances multiplied by Campaign Length (4/2/1/0.5)&amp;lt;br&amp;gt;Final Result increased by 5% per month&amp;lt;br&amp;gt;Minimum of 1&lt;br /&gt;
|- &lt;br /&gt;
|| Engineers&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Light or Denser&#039;&#039;&#039;&#039;&#039;: a 20% chance for 1-3 plus a 2nd 20% chance for 1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy or Denser&#039;&#039;&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;Chances multiplied by Campaign Length (4/2/1/0.5)&amp;lt;br&amp;gt;Final Result increased by 5% per month&amp;lt;br&amp;gt;Minimum of 1&lt;br /&gt;
|- &lt;br /&gt;
|| Soldier&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Soldier Rank = Month/3 + &#039;&#039;Rand&#039;&#039;[2 * Abduction Density (1/2/3/4)]&amp;lt;br&amp;gt;Clamped between 0 and the lower of the # of months that have passed or your highest ranked soldier (0-7), and then set to at least 1 (Specialist)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that soldier rewards are NOT modified by campaign length to accommodate for more soldiers lost on longer campaigns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Terror Sites=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 10 credits per civilian saved (modified by Campaign Length) (+5% per month), reduced country and continent panic (possibly increased panic if not enough civilians saved) (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Loss of Country and 10 panic across the continent (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 8 hours&lt;br /&gt;
&lt;br /&gt;
During Terror Missions you are required to eliminate all hostiles and save as many of the 18 civilians that you can. Aliens, who are active, but can see no XCOM soldiers, will target civilians. As well, each inactivated pod will have a chance to kill multiple civilians every turn that passes. This means that XCOM should try to engage all pods quickly and stay within sight of active aliens as much as possible if they want to minimize casualties. This can lead to some unwinnable situations though, so the balance between being aggressive and saving civilians vs being cautious and saving XCOM will likely vary mission to mission.&lt;br /&gt;
&lt;br /&gt;
Terror missions will automatically generate 15 panic in the target country, and 4 panic across the same continent. However, each civilian saved will decrease the panic generated by the mission by 1 in the target country and 0.3 across the continent. Additionally, each civilian saved in a country that has NOT left the Council of Nations will award 20 credits. Both the panic alterations and bonus credits are modified by campaign length (2.0/1.0/0.5/0.33). The credit reward increases by 10% each month.&lt;br /&gt;
&lt;br /&gt;
A Terror Site which is not stopped by XCOM causes the target country to immediately leave the Council of Nations and generates 10 continental panic (modified by Campaign Length).&lt;br /&gt;
&lt;br /&gt;
Terror Sites are generated by a UFO, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site.&lt;br /&gt;
&lt;br /&gt;
The number of Terror Site missions decrease in frequency by 5% (multiplicatively) each month that passes.&lt;br /&gt;
&lt;br /&gt;
All pods on terror missions will have a guaranteed leader and the leader levels are increased by 2 during terror missions.&lt;br /&gt;
&lt;br /&gt;
The first Terror Site will contain:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 2 Chryssalids, 3 Zombies, and a pod of: 4-6 Floaters, 4-6 Thinmen, 4-6 Sectoids or 4-6 Mutons. 9-11 enemies total. (The number of aliens in the random enemy pod may be related to the month in which the first terror mission occurs.)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of aliens at subsequent Terror Sites is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 10px;&amp;quot; | Condition&lt;br /&gt;
! Number of Aliens&lt;br /&gt;
|- &lt;br /&gt;
|| Base Amount&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | 2-3 Chryssalids plus either 2-3 Chryssalids or 3-5 Zombies&lt;br /&gt;
|- &lt;br /&gt;
|| Extra Aliens&lt;br /&gt;
|| +6&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Alien Resources exceeds (50|80)%&lt;br /&gt;
|| +1 | +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=UFO Sites=&lt;br /&gt;
&lt;br /&gt;
UFO sites are unique missions in that they will always have a command pod consisting of one or more outsiders. These outsiders have the &#039;&#039;&#039;growth&#039;&#039;&#039; perk meaning waiting to engage them can result in them becoming very strong. As well, any activated outsiders will call all other enemies on the map to their location, making dealing with multiple pods quite common. The choice of whether to engage the outsiders early when they are weak or to clear out the rest of the map first is up to the commander.&lt;br /&gt;
&lt;br /&gt;
After a UFO mission the player has the option to send additional salvage teams (at a cost). They will yield additional alloy and elerium with a random cost proportional to the size of the resource haul.&lt;br /&gt;
&lt;br /&gt;
== UFO Class ==&lt;br /&gt;
&lt;br /&gt;
[[File:Ufoinfo.png|right]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;UFO Class&#039;&#039;&#039; (see image on right) will list the type of UFO (unknown will show a ?), current level of the aliens, boosted level of the aliens, as well as give 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. &lt;br /&gt;
&lt;br /&gt;
The boosted level of the aliens (number in brackets beside the current alien level) will only increase the attribute boosts from level upgrades that aliens receive. This means you will still fight the same enemies, but they may have increased attributes. The boosted level does not affect what types of enemies will be present or the leader levels (though a larger UFO class will lead to higher level aliens).&lt;br /&gt;
&lt;br /&gt;
Leader levels of aliens on UFOs are independently increased based on UFO class as described here: [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|Leader Levels]].&lt;br /&gt;
&lt;br /&gt;
One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to incursion strength being high or increased alien leader levels due to alien aggression being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means both.&lt;br /&gt;
&lt;br /&gt;
==UFO Crash Site==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (with damage), -1 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 2 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO; however, a crashed UFO may have some of it&#039;s precious artifacts destroyed or damaged.&lt;br /&gt;
&lt;br /&gt;
Enemies on crashed UFOs will sometimes die on the crash or receive a wound. The amount of aliens killed or wounded on a crash is random, with an average of 50% becoming wounded. However, it&#039;s possible none are wounded or almost all are wounded. Wounds will randomly leave enemies with anywhere between 1 to full HP.&lt;br /&gt;
&lt;br /&gt;
==UFO Landing Site==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:330px;float:right;&amp;quot;&amp;gt;[[File:Outsider600.jpg|right|300px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (pristine), -1 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 2 panic in country, UFO mission completion&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 16 hours&lt;br /&gt;
&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;s altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to &#039;&#039;let&#039;&#039; NOE-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact flight computers and power sources. On the other hand, it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed.&lt;br /&gt;
&lt;br /&gt;
The command pod may not be on the bridge. This is so you won&#039;t know exactly where this pod is, and thus won&#039;t be able to prepare a blitzkrieg to take it out.&lt;br /&gt;
&lt;br /&gt;
Landed UFOs are both more difficult and more rewarding than crashed UFOs. This is because there are no enemies killed or wounded and none of the alien artifacts on the UFO will start damaged. Undamaged UFO power source cylinders are one of the best sources of elerium.&lt;br /&gt;
&lt;br /&gt;
=Council Missions=&lt;br /&gt;
&lt;br /&gt;
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.&lt;br /&gt;
&lt;br /&gt;
Drop-in aliens will increase based on difficulty and for each month that has passed.&lt;br /&gt;
&lt;br /&gt;
==Site Recon==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Trigger the air strike and reach the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, bonus +100 mission xp&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot recover any corpses from the mission.&lt;br /&gt;
&lt;br /&gt;
==Target Extraction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, Van Doorn, Friendly, Watson, Green&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Rescuing Peter Van Doorn will now add him to your roster. Just remember that it&#039;s not fair if he has all the fun.&lt;br /&gt;
&lt;br /&gt;
==Target Escort==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Credits, possibly Carlock, possibly reduced panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.&lt;br /&gt;
&lt;br /&gt;
==Asset Recovery==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Kill all aliens&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Eliminate all hostiles and secure the asset.&lt;br /&gt;
&lt;br /&gt;
==Bomb Disposal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Defuse the bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits, -10 country panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Panic increase across the continent?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
With the help of power nodes to gain time, find the Bomb and deactivate it.&lt;br /&gt;
&lt;br /&gt;
=DLC Missions=&lt;br /&gt;
&lt;br /&gt;
The DLC missions include the Slingshot and Progeny missions. Each DLC consists of a set of 3 missions which require success on each previous mission in order for the next to spawn.&lt;br /&gt;
&lt;br /&gt;
The date for the DLC missions to occur in LWR is somewhat randomized and not predictable.&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zhang_Face2.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Friends in Low Places&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], a Triad operative from China, has decided to defect to XCOM and is requesting pickup. He brings with him a mysterious briefcase containing alien technology.&lt;br /&gt;
&lt;br /&gt;
Zhang must be [[Missions_(EU2012)#Escort|escorted]] to the extraction zone through a graveyard. Completing this mission sees Zhang join [[XCOM_(EU2012)|XCOM]]. The opposition consists mostly of Thin Men, but may also contain Sectoids, Chryssalids, and Seekers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Zhang reaches the EVAC zone and all aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Confounding_Light.png|180px]]&lt;br /&gt;
!Confounding Light&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The equipment provided by Zhang proves to be navigational aids for an alien battleship approaching China. XCOM must plant these beacons on a train to send it off-course.&lt;br /&gt;
&lt;br /&gt;
This mission plays similar to a bomb disposal, in that your units must &amp;quot;activate&amp;quot; transponders on the train before finally heading to the engine cabin and having it leave the station. There is a time limit of 10 turns (which is &#039;&#039;not&#039;&#039; extended as you proceed). Opposition can vary, but mostly consists of Thin Men and Mutons. Note that with all transponders activated, reaching the engine cabin controls on the train immediately ends the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the engine cabin controls with all transponders activated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Gangplank.png|180px]]&lt;br /&gt;
!Gangplank&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The alien battleship has been brought low, and XCOM plans to capture the whole thing from the air. Your squad must move through the ship, disabling its engines to bring it to the ground with minimal damage. This can either be done in a manner similar to bomb diffusing or via the use of explosives.&lt;br /&gt;
&lt;br /&gt;
This mission rewards XCOM with 2 Fusion Cores required for certain advanced technology. Opposition mostly consists of mostly Mutons, Cyberdiscs, and Thinmen, some of which will drop from behind XCOM as they progress through the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progeny==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:PortentOverhead.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Portent&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The Council has been monitoring unusual reports about a hijack attempt on an unauthorized French military convoy. Although the alleged perpetrators were human, our intel indicates the aliens may also have been in the area. If true, this raises a number of questions about the &#039;&#039;cargo&#039;&#039; being moved. We&#039;ll need a squad to investigate; Central should have our complete report momentarily.&lt;br /&gt;
&lt;br /&gt;
A French military convoy was caught in an ambush. The convoy&#039;s current status is unknown. Be prepared for anything.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Anton Smits join XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Anton Smits reaches the EVAC zone and all aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:XCOM EW ProgenyCharacter.png|180px]]&lt;br /&gt;
!Deluge&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The surviving EXALT operative has provided additional intel on the location of our missing transport vehicle, and not a moment too soon. It appears the aliens have cornered the truck on a dam in eastern France. If we&#039;re going to recover the cargo, we&#039;ll need to act fast.&lt;br /&gt;
&lt;br /&gt;
The transport is stopped on a dam in France; it&#039;s likely the aliens have sabotaged the structure. They clearly consider this transport to be high value. Expect substantial opposition.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Annette Durand join XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the convoy where Annette Durand awaits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Furiestanks.png|180px]]&lt;br /&gt;
!Furies&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The intelligence provided by Annette indicates the aliens are attempting to transfer at least three other captives in a remote area near the Alps. If each of these abductees harbors the same potential that Annette has demonstrated, it is imperative we do not allow the aliens to keep them captive.&lt;br /&gt;
&lt;br /&gt;
The aliens are holding Annette&#039;s fellow abductees on their ship and will not easily let them go. Secure the captives as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has the Furies join XCOM (depending upon who was saved).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Exalt Missions=&lt;br /&gt;
&lt;br /&gt;
Exalt missions will be unique in that they will consist almost entirely of Exalt soldiers. These soldiers are more similar to XCOM in their strength and weaknesses. As well, they will often require a covert operative to be planted on the mission before the missions begins. &lt;br /&gt;
&lt;br /&gt;
Covert Operatives are restricted to: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 Scouts, Infantry, Medics, and Engineers&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Covert Operatives have the perk:&lt;br /&gt;
&lt;br /&gt;
{{Quick Draw (LWR) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
==Exalt Covert Op Data Recovery==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Transmitter is not destroyed and all Exalt are eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 200 credits, 40 meld&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
These missions are similar to their vanilla equivalent. You field a squad of five and defend an encoder and transmitter. Exalt Comm arrays are available for your covert operative to hack which will force all exalt on the map to reload before firing again. Reinforcements will continue throughout the mission so be prepared to fight from all flanks.&lt;br /&gt;
&lt;br /&gt;
Due to the constant reinforcements and Exalts desire to rush the encoder and transmitter, an ideal squad for this mission should involve units that can deal a lot of damage (especially to flanked units). This is because if you fail to deal enough damage, the reinforcements may quickly result in you facing unsurmountable numbers of Exalt, forcing you to retreat or die.&lt;br /&gt;
&lt;br /&gt;
The missions starts with 2 medium sized exalt pods. Reinforcements occur every 2 turns starting on the 3rd-4th turn and will occur 3 times.&lt;br /&gt;
&lt;br /&gt;
==Exalt Covert Op Extraction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:420px;float:right;&amp;quot;&amp;gt;[[File:Security Breach Trailer 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Covert Op reaches the EVAC zone with 3 towers hacked and 2 data sources&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 100 credits, 30 meld&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
In this mission type you are limited to only 3 soldiers and your Covert Operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your Covert Operative to the arrays, hack them and get out fast.&lt;br /&gt;
&lt;br /&gt;
You must acquire 2 sets of data from the relays, which will always requiring the hacking of 3 arrays (the 2nd array will always contain no data).&lt;br /&gt;
&lt;br /&gt;
It is advisable to bring units that can help the Covert Operative hack the relays, such as officers or soldiers who have the smoke and mirrors perk and equipped concussion grenades.&lt;br /&gt;
&lt;br /&gt;
The missions starts with 2 small exalt pods. Approaching or activating relays has no effect on triggering reinforcements.&lt;br /&gt;
&lt;br /&gt;
The first set of exalt reinforcements now arrive on turn 5/6/7/8 (on impossible/brutal/classic/normal) and will reinforce again every 3 turns. Each time exalt sends in reinforcements there will be an additional set.&lt;br /&gt;
&lt;br /&gt;
Example on Impossible:&lt;br /&gt;
 1 set on turn 5, 2 sets on turn 8, 3 sets on turn 11, 4 sets on turn 14, and 5 sets on turn 17&lt;br /&gt;
&lt;br /&gt;
Reinforcements will stop completely if you make it to turn 24. Due to the sheer number of possible reinforcements, it is advised to NOT try to fight all of the reinforcements, but simply activate the relays and retreat.&lt;br /&gt;
&lt;br /&gt;
==Exalt Base Assault==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Exalt Base Raid (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All enemies eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1250 credits, Illuminator Gunsight, Cognitive Enchancer, Neuroregulator, 400 meld, -5 Worldwide Panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
The Exalt base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.&lt;br /&gt;
&lt;br /&gt;
The EXALT base is in a large cubic map, in an office/residence atop a Skyscraper. You are dropped off near a Helipad. Inside consists of a foyer, that splits to a library/sitting room and a sparse Situation Room (where Annette&#039;s photo is visible) (rooms and floor plan are symmetrical), and to a large sunken central room (with surrounding high hallways) with EXALT&#039;s own bootleg Hologlobe. There are paths that reach around on the outside of the building on the perimeter. The roof is accessible. You may have some success firing down through the skylights for the elevated bonus, but the line of sight from the skylights to ground level is quite restrictive.&lt;br /&gt;
&lt;br /&gt;
There are no airdropped EXALT squads.&lt;br /&gt;
&lt;br /&gt;
Expect several squads of EXALT Elite units inside.&lt;br /&gt;
&lt;br /&gt;
Falsely accusing a country of harboring the exalt base will cause a massive spike in panic as well as a significant gain in alien research, so it is unadvised to &amp;quot;guess&amp;quot; where the exalt base is until you know for sure.&lt;br /&gt;
&lt;br /&gt;
= XCOM Defense Missions =&lt;br /&gt;
&lt;br /&gt;
Under certain situations, the aliens will launch attacks against XCOM. &lt;br /&gt;
&lt;br /&gt;
==XCOM Base Defense==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px; float:right;&amp;quot;&amp;gt;[[File:Base Defense 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; -500 credits, all alien captives released, 20% of scientists and engineers slaughtered&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
This mission is always called: Operation Ashes and Temples.&lt;br /&gt;
&lt;br /&gt;
When the aliens have high resources AND high aggression they will come for your base. Your base is assaulted by a UFO - typically a NOE altitude [[UFOs (LWR)#Assault Carrier|Assault Carrier]], but it may have &#039;&#039;backup&#039;&#039; from other craft - which you can see coming and can shoot down, but it&#039;s extremely difficult: when the UFO alert/interception prompt appears, it will say &amp;quot;Warning! Warning! UFO vectoring to XCOM HQ!&amp;quot; on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 8 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You&#039;ll also get a complement of Blueshirts (new Rookie soldiers). The reinforcements you get do not vary with Blueshirt casualties, only XCOM casualties.&lt;br /&gt;
&lt;br /&gt;
The aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. &lt;br /&gt;
&lt;br /&gt;
Failing this mission does not mean the end of XCOM, however it is damaging. The aliens will ransack your base, killing engineers and scientists and destroying credits before regular military arrive and bail you out. This mission will only happen once during a campaign, can only occur after September, and will always occur in the first year.&lt;br /&gt;
&lt;br /&gt;
If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defense.&lt;br /&gt;
&lt;br /&gt;
==XCOM Air Base Defense==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Base Defense 3 (EU2012).png|400px|right]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; severe damage and/or destruction of multiple interceptors&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only [[XCOM_HQ_Multiplayer_(EU2012)|Interceptor bay]]. This mission must be completed to avoid severe damage or destruction of your interceptors.&lt;br /&gt;
&lt;br /&gt;
If the Hyperwave Relay is built, the mission notice on the approaching UFO will say &amp;quot;Retaliation&amp;quot;. Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.&lt;br /&gt;
&lt;br /&gt;
Unlike the XCOM Base Defense, the Air Base Defense mission will not only happen frequently (especially after the player has started fielding plasma weapons) but it is also MUCH easier than the standard Base Defense.&lt;br /&gt;
&lt;br /&gt;
=Storyline Missions=&lt;br /&gt;
&lt;br /&gt;
These missions are required to progress and pass the game. They are significantly easier than their counterparts in LW 1.0 in order to make them less of a roadblock. The exception is the Temple Ship Assault which is significantly harder than LW 1.0 and may be the most difficult mission of a campaign.&lt;br /&gt;
&lt;br /&gt;
==Alien Base Assault==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1 Hyperwave Beacon, -10 Alien Research, Alien Aggression to 100%, Incursion Strength to 130%, Recover Country at 55 Panic, -5 Continent Panic, 1 Fusion Core, 4 Alien Surgeries, 15 Alien Stasis Tanks, 10 Alien Foods, 2 Alien Entertainments&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; No specific penalty -- though you will lose the entire squad as you cannot retreat from this mission&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
The 1st alien base is auto-generated when you lose a country in the first month. You need to develop a Skeleton Key, and then place a satellite over an alien occupied country to locate and assault the alien base. With that in mind, you may want to do your first Alien Base Assault as soon as possible, as to face weaker aliens. That way, even if you do lose more countries, but don&#039;t want to risk soldiers attacking another Base, at least you can still progress with the storyline. For the first alien base assault, the most difficult enemy to face will be a sectoid commander (or if it&#039;s really late in the game an ethereal).&lt;br /&gt;
&lt;br /&gt;
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon.&lt;br /&gt;
&lt;br /&gt;
All pods will contain a leader alien and certain alien types will have bonus leader levels. As well, each time you successfully raid an alien base the next alien base will be more fortified with extra aliens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Previously Successful ABAs&lt;br /&gt;
! Additional Aliens&amp;lt;br&amp;gt;(Not Cumulative)&lt;br /&gt;
! Outsider Shards required &amp;lt;br&amp;gt;for Skeleton Key&lt;br /&gt;
|- &lt;br /&gt;
|| 0 (First Attempt)&lt;br /&gt;
|| None&lt;br /&gt;
|| 1&lt;br /&gt;
|- &lt;br /&gt;
|| 1&lt;br /&gt;
|| Chryssalid pod + Sectoid Commander pod&lt;br /&gt;
|| 2&lt;br /&gt;
|- &lt;br /&gt;
|| 2&lt;br /&gt;
|| Muton Elite pod + Heavy Floater pod&lt;br /&gt;
|| 3&lt;br /&gt;
|- &lt;br /&gt;
|| 3+&lt;br /&gt;
|| Sectopod pod + Ethereal pod&lt;br /&gt;
|| 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Alien Type&lt;br /&gt;
! Extra Leader Levels&lt;br /&gt;
|- &lt;br /&gt;
|| Chryssalids and Sectoid Commanders&lt;br /&gt;
|| +2&lt;br /&gt;
|- &lt;br /&gt;
|| Muton Elites and Heavy Floaters&lt;br /&gt;
|| +5&lt;br /&gt;
|- &lt;br /&gt;
|| Sectopods and Ethereals&lt;br /&gt;
|| +8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overseer Crash Site==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Ethereal Device, UFO equipment and resources&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
The Overseer contains a significant crew that, while hurt from the crash, will still pack quite a punch. &lt;br /&gt;
&lt;br /&gt;
The enemies you fight will be:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 1 Ethereal pod&lt;br /&gt;
 1 Sectopod pod&lt;br /&gt;
 1 Heavy Floater pod&lt;br /&gt;
 1 Muton Elite pod&lt;br /&gt;
 1 Outsider pod&lt;br /&gt;
 1 Cyberdisc pod&lt;br /&gt;
 1 Sectoid Commander pod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fail, more overseers will spawn allowing you to attempt one again, so do not feel bad about retreating if you get overwhelmed on a first attempt.&lt;br /&gt;
&lt;br /&gt;
==Temple Ship Assault==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:620px;float:right;&amp;quot;&amp;gt;[[File:TempleShip.png|right|600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Win the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Lose the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; ~2 hours&lt;br /&gt;
&lt;br /&gt;
Depending upon how many council nations are still supporting you, your soldiers will receive a significant morale/attribute boost for the final mission:&lt;br /&gt;
&lt;br /&gt;
The Squadsize will be initially set at 8|9|10|11 depending upon difficulty (impossible|brutal|classic|normal).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; colspan=&amp;quot;3&amp;quot; | # of Council Nations Supporting XCOM and Soldier Boosts&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Squadsize set to 8|9|10|11&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-8 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-4 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-8 will&amp;lt;br&amp;gt;&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-2 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || &#039;&#039;&#039;5&#039;&#039;&#039; || &#039;&#039;&#039;6&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-0.6 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Squadsize increased to 9|10|11|12&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|| Squadsize increased to 9|10|11|12&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-16 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || &#039;&#039;&#039;8&#039;&#039;&#039; || &#039;&#039;&#039;9-16&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| Squadsize increased to 9|10|11|12&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-8 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|| Squadsize increased to 9|10|11|12&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-4 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|| Squadsize increased to 9|10|11|12&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-1.2 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-4 HP&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The volunteer on this mission will gain access to every single psionic ability, including &#039;&#039;&#039;Distortion&#039;&#039;&#039;, making quite a formidable psionic soldier. Do note that &#039;&#039;&#039;Distortion&#039;&#039;&#039; will strip your volunteer of all DR, including cover DR.&lt;br /&gt;
&lt;br /&gt;
The Temple Ship will contain some of the strongest alien leaders in the game. Go in heavy, hit hard, and let nothing stand in your way. This may be the most difficult mission in your campaign.&lt;br /&gt;
&lt;br /&gt;
At the end of the brutal road, in the Ethereal Cathedral awaits the &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039;, Lord of the Alien Collective. Rushing the Uber Ethereal is not advised, as he will have 100% DR until all the Muton Elites and Ethereals around him have been killed.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Missions (LWR)]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=104744</id>
		<title>UFOs (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=104744"/>
		<updated>2021-11-19T17:33:07Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Overseer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFOs&#039;&#039;&#039; come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;&#039;UFO Analysis&#039;&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your interceptors will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once! It will also grant significantly increased resource yields from downed and destroyed UFOs. &lt;br /&gt;
&lt;br /&gt;
== Detecting UFOs ==&lt;br /&gt;
&lt;br /&gt;
Each satellite in a country will detect all UFOs that enter that country. &lt;br /&gt;
&lt;br /&gt;
UFOs above countries without satellite coverage can still be detected by XCOM aircraft positioned in the continent which contains that country. The chance of an aircraft detecting a UFO in a country without a satellite is 7% per aircraft (can be increased to 14% per aircraft with the UFO Tracking foundry project). With a maximum of 6 aircraft per continent this chance maxes out at 42% (or 84% with UFO Tracking).&lt;br /&gt;
&lt;br /&gt;
== UFO Equipment ==&lt;br /&gt;
&lt;br /&gt;
Crashed UFOs will have some their equipment damaged. This is represented by a flat black scar left where the equipment used to be. As well, explosives and other environmental damage can destroy UFO equipment that was not damaged in the crash. Landed UFOs will start the mission with all their UFO equipment intact, but it can still be damaged during the tactical battle.&lt;br /&gt;
&lt;br /&gt;
The chance for each artifact to remain intact is 20-50%:&lt;br /&gt;
*Power Cylinder: 20%&lt;br /&gt;
*Stasis Capsule: 30%&lt;br /&gt;
*Alien Surgery: 30%&lt;br /&gt;
*UFO Computer: 50%&lt;br /&gt;
*Alien Food and Entertainment: 50%&lt;br /&gt;
 If the UFO is shot down and the final hit was from an EMP Cannon, all chances for artifacts to remain intact are additively increased by 40% (to 60-90%).&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Power Cylinder&#039;&#039;&#039; on a UFO contains 4-6 &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;. So you may acquire up to 6 from a Scout and up to 24 from a Battleship. All other UFO equipment is acquired on a 1:1 basis from what you see on the tactical map. &#039;&#039;&#039;Damaged Power Cylinders&#039;&#039;&#039; will yield 1-2 &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Power Cylinder&#039;&#039;&#039; yields &#039;&#039;&#039;50 elerium&#039;&#039;&#039; and each &#039;&#039;&#039;Damaged Power Cylinder&#039;&#039;&#039; yields &#039;&#039;&#039;10 elerium&#039;&#039;&#039; (both modified by difficulty and campaign length).&lt;br /&gt;
&lt;br /&gt;
[[File:UFOPowerSourceCylinder.png]]&lt;br /&gt;
&lt;br /&gt;
==Small UFOs==&lt;br /&gt;
===Scout===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (500 + 150%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-6x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 6-10, +2/4/6 aliens on Classic/Brutal/Impossible, a command pod of 2 outsiders (before May) / 3 outsiders (after April)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troop Level Boost&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will likely be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmored and lightly armed, but fast moving, meaning that the interception window is smaller. Although they give less in terms of alloys and elerium, they offer a great opportunity to train up rookie soldiers and get alien captures. The scouts gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 6):&#039;&#039;&#039; Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (800 + 50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-6x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and can be recognized by a purple strobe emanating from their blip. They have much less health but are armored. This makes &#039;&#039;Stingray Missiles&#039;&#039; the optimal choice in the early months. A Fighter in high orbit will be targeting your satellites, so aggressively engage it with [[Air Combat (LWR)#Aircraft Weapons|Stingrays]] or [[Air Combat (LWR)#Aircraft Weapons|Phoenix Cannons]] if you can, to destroy it or at least damage it enough to dissuade it from completing its mission (50% damage will prevent a [[Alien_Missions_(LWR)#Hunt|hunt mission]] from succeeding).&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
Like the scouts, fighters gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
==Medium UFOs==&lt;br /&gt;
===Raider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039;  Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (5000 + 30%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 35&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 8-13, +2/4/6 aliens on Classic/Brutal/Impossible, +1 command pod of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs may start appearing during the latter half of the first month. Tougher than the Scout, the Raider serves a similar purpose. With a larger chassis, several interceptors are required to reliably bring one down, though a Raider is slow enough in the air that it will stick around longer. Both [[Air Combat (LWR)#Aircraft Weapons|Avalanche]] and [[Air Combat (LWR)#Aircraft Weapons|Stingray]] Missiles work effectively against this UFO, though Stingrays are more variable and deal less damage. Raiders are a good way to gather Alloys and Elerium.&lt;br /&gt;
&lt;br /&gt;
Medium UFOs will have onboard aliens that are 1 level higher than the player normally encounters. As well, alien leaders will be 1 level higher than normal, at least. Expect more difficult aliens on these missions. This is reflected in the UFO description in geoscape saying, e.g., &#039;Raider - Level 1(2)&#039; if the alien level is 1 and the boost to alien soldiers and leaders brings them to level 2. If the [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|leaders]] are additionally boosted on top of that, a plus sign appears in the description.&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 5):&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (2000 +30%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability Upgrade (Level 5)&#039;&#039;&#039;: Moderate (3000 +30%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Upgrade (Level 5)&#039;&#039;&#039;: Tier 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 35&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is armored, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or EMP Cannon should be used if available. Interceptor Upgrade Projects are useful to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (2000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Infiltrate, Retaliate, Command Overwatch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 1 Ethereal, 1 Sectopod + 1 Drone, 4 Muton Elites, 4 Heavy Floaters, 3 Outsiders, Sectoid Commander pod, Cyberdisk pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Overseer is difficult to take down and will likely require multiple interceptors with EMPs or stronger. Firestorms are recommended due to the high damage output.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. &lt;br /&gt;
&lt;br /&gt;
Overseers never land and cannot be destroyed in air combat (they will always be shot down instead).&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (3000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Abduction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country. They can be difficult to take down due to their short flight path.&lt;br /&gt;
&lt;br /&gt;
They will not go after satellites or go on [[Alien Missions (LWR)#Bomb|bombing runs]] over cities. Abductors are almost exclusively used for either Abduction or Research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (8000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 3x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly and be very difficult to take down. You&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain a lot resources, as well as disrupt alien research, slowing down alien level ups.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (14000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (150% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Harvest, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 11-20, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This UFO is a tough ship to take down. It has even heavier armor than the Harvester. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, even more so than assaulting Harvesters, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (10000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (125% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Terrorize&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 11-20, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If they don&#039;t land, they give advance warning on the location of terror missions, since they do a fly around the target country before the bulk of the alien forces are inserted via an [[UFOs (LWR)#Assault Carrier|Assault Carrier]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (LWR)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Extremely High (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (20000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Hunt, Bomb, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored and packed to the teeth with weaponry. They sometimes spawn as lead guards for Terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max Foundry upgrades and modules. Once you&#039;ve downed one, you can use the [[Alien Artifacts (LWR)#Alien devices|Fusion Cores]] to build [[Air Combat (LWR)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
The aliens on these ships are high level and will have some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039; Very High (2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (20000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Terrorize, Retaliate, Research&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has much less firepower but more durability.&lt;br /&gt;
&lt;br /&gt;
Just like the Battleship, the aliens aboard are high level and you should expect to face some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
==UFO Weapons==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Weapon &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Hit Chance (%)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Fire Rate (s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Potential (dmg/s)&lt;br /&gt;
! width=&amp;quot;16%&amp;quot; | Average Realized (dmg/s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Penetration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 40 || 1.0 || 350 || 350 || 140 || Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 40 || 0.5 || 400 || 800 || 320 || Tier 4&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 50 || 2.0 || 5000 || 2500 || 1250 || Tier 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (LWR)|Air Combat]]&lt;br /&gt;
&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=103172</id>
		<title>Alien Artifacts (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=103172"/>
		<updated>2021-09-16T18:36:29Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Sectoid Corpses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Artifact&#039;&#039;&#039; is anything that your soldiers acquire from tactical missions.&lt;br /&gt;
&lt;br /&gt;
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.&lt;br /&gt;
&lt;br /&gt;
== Artifact Usage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Computers===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Computers (4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; UFO Scanners (4), UFO Countermeasures (8), Improved Avionics (12), Stealth Satellites (4), Penetrator Weapons (8), UFO Tracking (4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Battle Computer (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Blaster Launcher (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Power Sources===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenopsionics (8), Alien Power Systems (6), Alien Propulsion (6)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Elerium Afterburners (8), Phoenix Coilguns (12), Beam Strengthening (12), Supercapacitors (16)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Each and Every Plasma Weapon (4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039;  MEC-1 (4), MEC-2 (4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sectoid Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenobiology (4), Sectoid Autopsy (1), Xenoneurology (4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Tactical Rigging (20), Psi Warfare Systems (12), Alien Nucleonics (48)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (1), Mimic Beacon (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039; Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
===Drone Wrecks===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Drone Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (12), SHIV Advancements II (4), Elerium Batteries (32), Advanced Flight (8), Alien Metallurgy (20) &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Tracking Booster (8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thin Man Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Thin Man Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Improved Medikit (40), New Combat Systems (8), Improved Salvage (20)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Acid Grenade (15)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Floater Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Floater Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Shaped Armor (28), Armored Fighters (32)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Aim Booster (12)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Muton Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Muton Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Ammo Conservation (32), Quenchguns (18)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seeker Wrecks===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Seeker Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; MEC Warfare Systems (4), UFO Countermeasures (8), Aircraft Boosters (16), Rail Pistols (12)&lt;br /&gt;
 &lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Elerium Emitter (15)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meld===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Materials (4), Xenogenetics (10), Xenopsionics (5), Alien Biocybernetics (20), MEC Mark 2 (10), MEC Mark 3: Heavy (5), MEC Mark 3: Light (5), Mind and Machine (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (50), SHIV Advancement II (80), Tactical Rigging (30), Alien Grenades (30), Mechanized Defenses (10), Shaped Armor (40), Improved Medikit (50), Armored Fighters (25), Aircraft Boosters (10), Psi Warfare Systems (40), Beam Strengthening (15), Quench Guns (10), Jellied Elerium (20), Super Capacitators (30), Ammo Conservation (20), Advanced Repair (40), Improved Salvage (50), Alien Metallurgy (50), Alien Nucleonics (50)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (10), Neural Gunlink (45), Conduit (24), Psi Frayer (10), Psi Retaliator (15), Alloy Carbide Plating (20), Shielding Module (80), Incinerator Module (10), Thumper (2), Regenerative Plating (10), Walker Servos (10), Extrasensory Vest (30), Respirator Implant (20), Combat Stims (4), Elerium Emitter (40), Mimic Beacon (25), Plasma Stellerator (10), Battle Computer (30)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Plasma Pistol, SMG (15) Plasma Rifle, Carbine, Autopistol (30), Plasma Battle Rifle, Reflex Cannon, Novagun, Dragon, Strike Rifle, Sniper Rifle (45), Pulse Particle Cannon, Plasma Autocannon, Blaster Launcher (60), Flamethrower (5), Restorative Mist (10), Kinetic Strike Module (5), Grenade Launcher (10), MiNE (5), Electro Pulse (15)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039;  Titan Armor (8), Shadow Armor (40), MEC-1 (10), MEC-2 (60), MEC-3 (90)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=103171</id>
		<title>Research (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=103171"/>
		<updated>2021-09-16T18:36:02Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Main Tech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
The speed to research each technology is defined by:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.3 * Number of Labs + 0.1 * Number of Lab Adjacencies)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifier is 0 for Normal up to 3 for Impossible.&lt;br /&gt;
&lt;br /&gt;
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).&lt;br /&gt;
&lt;br /&gt;
Tech Times can be found under Research Projects below.&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
&lt;br /&gt;
[[File:LW_Rebalance_-Tech_Tree_v1.34.08.gif|1600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Offensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || 20&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers || High-Capacity Pistols&amp;lt;br /&amp;gt;SHIV Advancements I&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman Scope || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry &lt;br /&gt;
| 4 || 10 || 40 || - || 35&lt;br /&gt;
| Advanced Beam Lasers || XCOM Security: Guns&amp;lt;br /&amp;gt;Enhanced Lasers&lt;br /&gt;
| Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Laser Battle Rifle&amp;lt;br /&amp;gt;Laser SMG&amp;lt;br /&amp;gt;Laser Scattershot&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Laser Autocannon (SHIV)|| -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&amp;lt;br /&amp;gt;Drone Autopsy &lt;br /&gt;
| 10 || 50 || 60 || - || 70&lt;br /&gt;
| Pulse Lasers || -&lt;br /&gt;
| Laser Autorifle&amp;lt;br /&amp;gt;Scatter Gatler&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;Laser Lance (MEC) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare &lt;br /&gt;
| 30 || 5 || 100 || - || 80&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Battle Rifle&amp;lt;br /&amp;gt;Gauss Alloy Cannon&amp;lt;br /&amp;gt;Gauss SMG&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;Grenade Launcher (MEC)&amp;lt;br /&amp;gt;Gauss Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons || Gauss Weapons &amp;lt;br /&amp;gt; Floater Interrogation&lt;br /&gt;
| 80 || 10 || 60 || - || 90&lt;br /&gt;
| EMP Weapons || Quenchguns || Gauss Autorifle&amp;lt;br /&amp;gt;Guass Machine Gun&amp;lt;br /&amp;gt;Gauss Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;Gauss Railgun (MEC)&amp;lt;br /&amp;gt;Miniature Nuclear Explosive (MiNE)&amp;lt;br /&amp;gt;Launcher (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&lt;br /&gt;
| 30 || 30 || 350 || - || 350&lt;br /&gt;
| Light Plasma Weapons || - || Electro Pulse (MEC) || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Cyberdisk Autopsy&lt;br /&gt;
| 5 || 15 || 50 || - || 80&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Battle Rifle&amp;lt;br /&amp;gt;Pulse Scattershot&amp;lt;br /&amp;gt;Pulse Pistol&amp;lt;br /&amp;gt;Pulse SMG&amp;lt;br /&amp;gt;Pulse Autocannon (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 10 || 40 || 30 || - || 90&lt;br /&gt;
| Light Plasma Weapons || Supercapacitors || Pulse Autoblaster&amp;lt;br /&amp;gt;Pulse Gatler&amp;lt;br /&amp;gt;Pulse Strike Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;Pulse Lance (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 8 || 16 || 80 || - || 210 &lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Light Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Muton Elite Interrogation&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| 30 || 220 || 450 || - || 500 &lt;br /&gt;
| Compact Plasma Weapons&amp;lt;br /&amp;gt;Standard Plasma Weapons || Condensed Plasma || Plasma SMG&amp;lt;br /&amp;gt;Plasma Carbine || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Standard Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 20 || 30 || 80 || - || 270&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Battle Rifle&amp;lt;br /&amp;gt;Plasma Reflex Cannon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| Fusion Weapons || - || Plasma Novagun&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Plasma Particle Cannon&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Strike Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Autocannon&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Standard Plasma Weapons&lt;br /&gt;
| 40 || 240 || 550 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 550&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Defensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 4 || 20&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;All UFO Analyses&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Gauss Weapons&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;Ammo - Shredder&amp;lt;br /&amp;gt;Ammo - Breaching&amp;lt;br /&amp;gt;Ammo Module&amp;lt;br /&amp;gt;Alloy Bipod&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 40&lt;br /&gt;
| Advanced Body Armor || XCOM Security: Armor || Phalanx Armor&amp;lt;br /&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Plating&amp;lt;br /&amp;gt;Ammo - Piercing || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| 6 || - || - || - || 50&lt;br /&gt;
| Mobile Power Armor || Mechanized Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 10 || - || - || 80&lt;br /&gt;
| MEC Mark 2&amp;lt;br /&amp;gt;Advanced Power Armor || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Berserker Interrogation&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 80 || - || - || 180&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy&amp;lt;br /&amp;gt;Antigrav Systems&amp;lt;br /&amp;gt;Stealth Systems || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;Walker Servos&amp;lt;br /&amp;gt;Core Armoring || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 2&#039;&#039;&#039; || Armor || Alien Biocybernetics&amp;lt;br /&amp;gt;Mobile Power Armor&lt;br /&gt;
| 60 || 40 || 180 || 12 || 75&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy || - || LMEC2 (Valiant)&amp;lt;br /&amp;gt;HMEC2 (Defender)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Heavy&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 240 || 10 || 460 || 4 || 250&lt;br /&gt;
| - || - || HMEC3 (Dauntless)&amp;lt;br /&amp;gt;UHMEC3 (Devastator)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Light&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 80 || 320 || 4 || 250&lt;br /&gt;
| - || - || LMEC3 (Vindicator)&amp;lt;br /&amp;gt;ULMEC3 (Vanguard)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Heavy Floater Autopsy&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 20 || - || - || 100&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;The Thumper (MEC) || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| - || 20 || - || - || 100&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 10 || 15 || - || 2 || 30&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien Corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Corpse || 5&lt;br /&gt;
| Sectoid Interrogation || - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Thin Man Corpse || 20&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || Restorative Mist&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Floater Corpse || 15&lt;br /&gt;
| Floater Interrogation || Shaped Armor || Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC) || Aim Booster (Aerospace)&amp;lt;br /&amp;gt;Ammo - Flak&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Corpse || 25&lt;br /&gt;
| Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Berserker Corpse || 30&lt;br /&gt;
| Berserker Interrogation || || Combat Stims || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Commander Corpse || 45&lt;br /&gt;
| Sectoid Commander Interrogation || - || Psi Frayer || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Elite Corpse || 40&lt;br /&gt;
| Muton Elite Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Heavy Floater Corpse || 40&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Ethereal Corpse || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Drone Wrecks || 5&lt;br /&gt;
| Advanced Beam Lasers|| - || Holo Charger&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Seeker Wrecks || 15&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;Extrasensory Vest&amp;lt;br /&amp;gt;Elerium Emitter || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Chryssalid Corpse || 30&lt;br /&gt;
| Advanced Body Armor|| - || Chitin Plating || Muscle Fiber Density&amp;lt;br /&amp;gt;Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Cyberdisc Wreck || 15&lt;br /&gt;
| Pulse Lasers || SHIV Advancements II || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Dodge Booster&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Mechtoid Core || 30&lt;br /&gt;
| - || Advanced Servomotors || Psi Retaliator&amp;lt;br /&amp;gt;Alloy SHIV || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Sectopod Wreck || 45&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 30&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Xenopsionics&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Elerium&#039;&#039;&amp;lt;/font&amp;gt; || Tactical Rigging&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Experimental Warfare&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 190&lt;br /&gt;
| - || Secondary Heart&amp;lt;br /&amp;gt;Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mods)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Shielding Pod&amp;lt;br /&amp;gt;(SHIV)&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 240&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Power Armor&#039;&#039;&amp;lt;/font&amp;gt; || Neural Damping&amp;lt;br /&amp;gt;Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 270&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Inner Fire&amp;lt;br /&amp;gt;Telekinetic Field&amp;lt;br /&amp;gt;Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Powers) &lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 280&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Light Plasma Weapons&#039;&#039;&amp;lt;/font&amp;gt; || Adrenaline Surge&amp;lt;br /&amp;gt;Iron Skin&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 260&lt;br /&gt;
| || -&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 340&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Psi Mastery&amp;lt;br /&amp;gt;(Psi Power) || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Tech===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Main Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 30&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;All Robotic Autopsies || -&lt;br /&gt;
| Arc Rifle&amp;lt;br /&amp;gt;Arc Pistol&amp;lt;br /&amp;gt;Satellite Nexus&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 Sectoid Corpses || 15&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;All Biologic Autopsies || Alien Containment || Stun Rifle&amp;lt;br&amp;gt;Targeting Module || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 35&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| Genetics Lab || - || Predictive Tracking&amp;lt;br /&amp;gt;Advanced Perception&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 4 Sectoid Corpses || 80&lt;br /&gt;
| Xenopsionics&amp;lt;br /&amp;gt;Alien Communications|| - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || Alien Base Assault Complete&lt;br /&gt;
| - || 10 || - || - || - || 30&lt;br /&gt;
| Stealth Systems || Hyperwave Relay || Mimic Beacon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Sectoid Interrogation || -&lt;br /&gt;
| - || - || - || 5 || 8 UFO Power Sources || 25&lt;br /&gt;
| Alien Operations || Psionic Labs || - || Mindfray&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;Psi Panic&amp;lt;br /&amp;gt;Psi Inspire&amp;lt;br /&amp;gt;Mind Merge&amp;lt;br /&amp;gt;(Psi Powers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics || Outsider Shard&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 20 || - || 60&lt;br /&gt;
| Mind and Machine&amp;lt;br /&amp;gt;MEC Mark 2&lt;br /&gt;
| - || MEC-1 &amp;lt;br /&amp;gt;Minigun&amp;lt;br /&amp;gt;Incinerator Module&amp;lt;br /&amp;gt;Neural Gunlink&amp;lt;br /&amp;gt; || Advanced Surgery&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Projects)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&amp;lt;br /&amp;gt;Thin Man Interrogation || -&lt;br /&gt;
| - || - || 20 || - || - || 50&lt;br /&gt;
| Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Gauss Weapons || Beam Strengthening&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&amp;lt;br /&amp;gt;Sectoid Interrogation || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 10&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Mobile Power Armor || Jellied Elerium || Elerium Turbos&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium || -&lt;br /&gt;
| - || 20 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 100&lt;br /&gt;
| Alien Propulsion&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Pulse Lasers&lt;br /&gt;
| Elerium Batteries&amp;lt;br /&amp;gt;UFO Tracking || Elerium Generator&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare || -&lt;br /&gt;
| 10 || - || 50 || - || - || 65&lt;br /&gt;
| Alien Propulsion || Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts || -&lt;br /&gt;
| 10 || 20 || 20 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 60&lt;br /&gt;
| Antigrav Systems || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || Ethereal Device&lt;br /&gt;
| 10 || 15 || - || - || - || 30&lt;br /&gt;
| Mind and Machine || Gollop Chamber || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.&lt;br /&gt;
Also, once &#039;&#039;UFO Scanners&#039;&#039; Foundry project is completed, analyzed UFO&#039;s display damage during Air Combat.&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;3&amp;quot; | Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 20 || 2 || 400 || 30% Increased Fire Rate vs Scouts&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 20 || 2 || 300 || 30% Increased Fire Rate vs Fighters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Raiders&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Destroyers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Abductors&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Harvesters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Transports&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Terror Ships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Assault Carriers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Battleships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 12 || 700 || 30% Increased Fire Rate vs Overseers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Archives ==&lt;br /&gt;
&lt;br /&gt;
Here you can view a list of and summaries of all completed research projects.&lt;br /&gt;
&lt;br /&gt;
== Gene Labs ==&lt;br /&gt;
&lt;br /&gt;
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.&lt;br /&gt;
&lt;br /&gt;
More information on Gene Mods can be found here: &#039;&#039;&#039;[[Gene_Mods_(LWR)|Gene Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.&lt;br /&gt;
&lt;br /&gt;
Each research credit reduces the time to complete research and foundry projects in it&#039;s category by 50% (80% if the &amp;quot;Ready For War&amp;quot; start bonus is active).&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=103170</id>
		<title>Research (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=103170"/>
		<updated>2021-09-16T18:35:33Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Main Tech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
The speed to research each technology is defined by:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.3 * Number of Labs + 0.1 * Number of Lab Adjacencies)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifier is 0 for Normal up to 3 for Impossible.&lt;br /&gt;
&lt;br /&gt;
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).&lt;br /&gt;
&lt;br /&gt;
Tech Times can be found under Research Projects below.&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
&lt;br /&gt;
[[File:LW_Rebalance_-Tech_Tree_v1.34.08.gif|1600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Offensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || 20&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers || High-Capacity Pistols&amp;lt;br /&amp;gt;SHIV Advancements I&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman Scope || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry &lt;br /&gt;
| 4 || 10 || 40 || - || 35&lt;br /&gt;
| Advanced Beam Lasers || XCOM Security: Guns&amp;lt;br /&amp;gt;Enhanced Lasers&lt;br /&gt;
| Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Laser Battle Rifle&amp;lt;br /&amp;gt;Laser SMG&amp;lt;br /&amp;gt;Laser Scattershot&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Laser Autocannon (SHIV)|| -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&amp;lt;br /&amp;gt;Drone Autopsy &lt;br /&gt;
| 10 || 50 || 60 || - || 70&lt;br /&gt;
| Pulse Lasers || -&lt;br /&gt;
| Laser Autorifle&amp;lt;br /&amp;gt;Scatter Gatler&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;Laser Lance (MEC) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare &lt;br /&gt;
| 30 || 5 || 100 || - || 80&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Battle Rifle&amp;lt;br /&amp;gt;Gauss Alloy Cannon&amp;lt;br /&amp;gt;Gauss SMG&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;Grenade Launcher (MEC)&amp;lt;br /&amp;gt;Gauss Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons || Gauss Weapons &amp;lt;br /&amp;gt; Floater Interrogation&lt;br /&gt;
| 80 || 10 || 60 || - || 90&lt;br /&gt;
| EMP Weapons || Quenchguns || Gauss Autorifle&amp;lt;br /&amp;gt;Guass Machine Gun&amp;lt;br /&amp;gt;Gauss Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;Gauss Railgun (MEC)&amp;lt;br /&amp;gt;Miniature Nuclear Explosive (MiNE)&amp;lt;br /&amp;gt;Launcher (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&lt;br /&gt;
| 30 || 30 || 350 || - || 350&lt;br /&gt;
| Light Plasma Weapons || - || Electro Pulse (MEC) || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Cyberdisk Autopsy&lt;br /&gt;
| 5 || 15 || 50 || - || 80&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Battle Rifle&amp;lt;br /&amp;gt;Pulse Scattershot&amp;lt;br /&amp;gt;Pulse Pistol&amp;lt;br /&amp;gt;Pulse SMG&amp;lt;br /&amp;gt;Pulse Autocannon (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 10 || 40 || 30 || - || 90&lt;br /&gt;
| Light Plasma Weapons || Supercapacitors || Pulse Autoblaster&amp;lt;br /&amp;gt;Pulse Gatler&amp;lt;br /&amp;gt;Pulse Strike Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;Pulse Lance (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 8 || 16 || 80 || - || 210 &lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Light Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Muton Elite Interrogation&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| 30 || 220 || 450 || - || 500 &lt;br /&gt;
| Compact Plasma Weapons&amp;lt;br /&amp;gt;Standard Plasma Weapons || Condensed Plasma || Plasma SMG&amp;lt;br /&amp;gt;Plasma Carbine || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Standard Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 20 || 30 || 80 || - || 270&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Battle Rifle&amp;lt;br /&amp;gt;Plasma Reflex Cannon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| Fusion Weapons || - || Plasma Novagun&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Plasma Particle Cannon&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Strike Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Autocannon&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Standard Plasma Weapons&lt;br /&gt;
| 40 || 240 || 550 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 550&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Defensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 4 || 20&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;All UFO Analyses&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Gauss Weapons&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;Ammo - Shredder&amp;lt;br /&amp;gt;Ammo - Breaching&amp;lt;br /&amp;gt;Ammo Module&amp;lt;br /&amp;gt;Alloy Bipod&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 40&lt;br /&gt;
| Advanced Body Armor || XCOM Security: Armor || Phalanx Armor&amp;lt;br /&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Plating&amp;lt;br /&amp;gt;Ammo - Piercing || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| 6 || - || - || - || 50&lt;br /&gt;
| Mobile Power Armor || Mechanized Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 10 || - || - || 80&lt;br /&gt;
| MEC Mark 2&amp;lt;br /&amp;gt;Advanced Power Armor || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Berserker Interrogation&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 80 || - || - || 180&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy&amp;lt;br /&amp;gt;Antigrav Systems&amp;lt;br /&amp;gt;Stealth Systems || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;Walker Servos&amp;lt;br /&amp;gt;Core Armoring || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 2&#039;&#039;&#039; || Armor || Alien Biocybernetics&amp;lt;br /&amp;gt;Mobile Power Armor&lt;br /&gt;
| 60 || 40 || 180 || 12 || 75&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy || - || LMEC2 (Valiant)&amp;lt;br /&amp;gt;HMEC2 (Defender)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Heavy&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 240 || 10 || 460 || 4 || 250&lt;br /&gt;
| - || - || HMEC3 (Dauntless)&amp;lt;br /&amp;gt;UHMEC3 (Devastator)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Light&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 80 || 320 || 4 || 250&lt;br /&gt;
| - || - || LMEC3 (Vindicator)&amp;lt;br /&amp;gt;ULMEC3 (Vanguard)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Heavy Floater Autopsy&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 20 || - || - || 100&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;The Thumper (MEC) || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| - || 20 || - || - || 100&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 10 || 15 || - || 2 || 30&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien Corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Corpse || 5&lt;br /&gt;
| Sectoid Interrogation || - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Thin Man Corpse || 20&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || Restorative Mist&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Floater Corpse || 15&lt;br /&gt;
| Floater Interrogation || Shaped Armor || Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC) || Aim Booster (Aerospace)&amp;lt;br /&amp;gt;Ammo - Flak&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Corpse || 25&lt;br /&gt;
| Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Berserker Corpse || 30&lt;br /&gt;
| Berserker Interrogation || || Combat Stims || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Commander Corpse || 45&lt;br /&gt;
| Sectoid Commander Interrogation || - || Psi Frayer || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Elite Corpse || 40&lt;br /&gt;
| Muton Elite Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Heavy Floater Corpse || 40&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Ethereal Corpse || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Drone Wrecks || 5&lt;br /&gt;
| Advanced Beam Lasers|| - || Holo Charger&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Seeker Wrecks || 15&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;Extrasensory Vest&amp;lt;br /&amp;gt;Elerium Emitter || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Chryssalid Corpse || 30&lt;br /&gt;
| Advanced Body Armor|| - || Chitin Plating || Muscle Fiber Density&amp;lt;br /&amp;gt;Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Cyberdisc Wreck || 15&lt;br /&gt;
| Pulse Lasers || SHIV Advancements II || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Dodge Booster&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Mechtoid Core || 30&lt;br /&gt;
| - || Advanced Servomotors || Psi Retaliator&amp;lt;br /&amp;gt;Alloy SHIV || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Sectopod Wreck || 45&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 30&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Xenopsionics&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Elerium&#039;&#039;&amp;lt;/font&amp;gt; || Tactical Rigging&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Experimental Warfare&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 190&lt;br /&gt;
| - || Secondary Heart&amp;lt;br /&amp;gt;Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mods)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Shielding Pod&amp;lt;br /&amp;gt;(SHIV)&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 240&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Power Armor&#039;&#039;&amp;lt;/font&amp;gt; || Neural Damping&amp;lt;br /&amp;gt;Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 270&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Inner Fire&amp;lt;br /&amp;gt;Telekinetic Field&amp;lt;br /&amp;gt;Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Powers) &lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 280&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Light Plasma Weapons&#039;&#039;&amp;lt;/font&amp;gt; || Adrenaline Surge&amp;lt;br /&amp;gt;Iron Skin&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 260&lt;br /&gt;
| || -&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 340&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Psi Mastery&amp;lt;br /&amp;gt;(Psi Power) || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Tech===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Main Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 30&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;All Robotic Autopsies || -&lt;br /&gt;
| Arc Rifle&amp;lt;br /&amp;gt;Arc Pistol&amp;lt;br /&amp;gt;Satellite Nexus&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 Sectoid Corpses || 15&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;All Biologic Autopsies || Alien Containment || Stun Rifle&amp;lt;br&amp;gt;Targeting Module || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 35&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| Genetics Lab || - || Predictive Tracking&amp;lt;br /&amp;gt;Advanced Perception&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 5 Sectoid Corpses || 80&lt;br /&gt;
| Xenopsionics&amp;lt;br /&amp;gt;Alien Communications|| - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || Alien Base Assault Complete&lt;br /&gt;
| - || 10 || - || - || - || 30&lt;br /&gt;
| Stealth Systems || Hyperwave Relay || Mimic Beacon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Sectoid Interrogation || -&lt;br /&gt;
| - || - || - || 5 || 8 UFO Power Sources || 25&lt;br /&gt;
| Alien Operations || Psionic Labs || - || Mindfray&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;Psi Panic&amp;lt;br /&amp;gt;Psi Inspire&amp;lt;br /&amp;gt;Mind Merge&amp;lt;br /&amp;gt;(Psi Powers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics || Outsider Shard&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 20 || - || 60&lt;br /&gt;
| Mind and Machine&amp;lt;br /&amp;gt;MEC Mark 2&lt;br /&gt;
| - || MEC-1 &amp;lt;br /&amp;gt;Minigun&amp;lt;br /&amp;gt;Incinerator Module&amp;lt;br /&amp;gt;Neural Gunlink&amp;lt;br /&amp;gt; || Advanced Surgery&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Projects)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&amp;lt;br /&amp;gt;Thin Man Interrogation || -&lt;br /&gt;
| - || - || 20 || - || - || 50&lt;br /&gt;
| Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Gauss Weapons || Beam Strengthening&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&amp;lt;br /&amp;gt;Sectoid Interrogation || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 10&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Mobile Power Armor || Jellied Elerium || Elerium Turbos&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium || -&lt;br /&gt;
| - || 20 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 100&lt;br /&gt;
| Alien Propulsion&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Pulse Lasers&lt;br /&gt;
| Elerium Batteries&amp;lt;br /&amp;gt;UFO Tracking || Elerium Generator&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare || -&lt;br /&gt;
| 10 || - || 50 || - || - || 65&lt;br /&gt;
| Alien Propulsion || Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts || -&lt;br /&gt;
| 10 || 20 || 20 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 60&lt;br /&gt;
| Antigrav Systems || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || Ethereal Device&lt;br /&gt;
| 10 || 15 || - || - || - || 30&lt;br /&gt;
| Mind and Machine || Gollop Chamber || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.&lt;br /&gt;
Also, once &#039;&#039;UFO Scanners&#039;&#039; Foundry project is completed, analyzed UFO&#039;s display damage during Air Combat.&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;3&amp;quot; | Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 20 || 2 || 400 || 30% Increased Fire Rate vs Scouts&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 20 || 2 || 300 || 30% Increased Fire Rate vs Fighters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Raiders&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Destroyers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Abductors&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Harvesters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Transports&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Terror Ships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Assault Carriers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Battleships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 12 || 700 || 30% Increased Fire Rate vs Overseers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Archives ==&lt;br /&gt;
&lt;br /&gt;
Here you can view a list of and summaries of all completed research projects.&lt;br /&gt;
&lt;br /&gt;
== Gene Labs ==&lt;br /&gt;
&lt;br /&gt;
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.&lt;br /&gt;
&lt;br /&gt;
More information on Gene Mods can be found here: &#039;&#039;&#039;[[Gene_Mods_(LWR)|Gene Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.&lt;br /&gt;
&lt;br /&gt;
Each research credit reduces the time to complete research and foundry projects in it&#039;s category by 50% (80% if the &amp;quot;Ready For War&amp;quot; start bonus is active).&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=102946</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=102946"/>
		<updated>2021-09-01T21:40:18Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Resource Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch sorties of UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with an UFO sortie.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFOs is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations. Expect to fight them the most in the continent where they build their first base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;low&#039;&#039;&#039; and around the target country, attempting to confirm the existence of XCOM satellites there. Successful scouting missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new sortie to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the scouting one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A scout mission can fail in four ways: 1) the UFO is shot down, 2) the UFO could botch the mission due to sustained damaged &amp;gt; 50%, 3) the target country could fend off the mission by itself, or, if all else fails, 4) the UFO could simply get unlucky. The odds of these failures happening are as follows:&lt;br /&gt;
&lt;br /&gt;
* Downed: &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - this means when the aliens have 900 research points, an unfettered scouting mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
The aliens will generally send 3-6 six sorties per month. As the game progresses the number of sorties sent decreases per 5% per month. As Alien Resources increase the number of sorties sent increases.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously scouted satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. The base chance of success is 60%, or 90% on the second pass (30%/50% respectively if Stealth Satellites is researched. Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Pertinent to this specific mission type, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while stopping the hunt mission.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out hunt missions proportional to the number of continents that XCOM has coverage on. This means a campaign with coverage on 6 continents will have 6x the number of hunt missions compared to a campaign with only 1 continent covered.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;24%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;13%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed. Otherwise, the aliens will adjust the amount of research mission attempts depending Alien Aggression and the amount their resources. If the aliens are not being very aggressive towards XCOM, they will be content with the tech they are currently fielding, thus will not carry out research missions; but as alien aggression increases, the aliens will try to keep up via research as much as they can afford it.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of research missions send will decrease by 5% per month.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then no harvest will occur. Otherwise, the aliens will harvest more when they are shorter on resource.&lt;br /&gt;
Additionally, the aliens also prefer doing harvests when they are not being aggressive; in the presence of a strong XCOM they prefer more aggressive missions instead.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 9 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) plus an additional 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;58%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;23%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, +1 for every 3 months passed) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree.&lt;br /&gt;
&lt;br /&gt;
Since abductions only provide a 1 hour response time, the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which include: credits, scientists, engineers, and new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month, but there will always be at least 1.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double sortie mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. After a week or two an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 20 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, terror missions are quite costly for the aliens as well. In fact, they cannot even afford it when they have the minimal level of resources. When Alien Aggression is higher, the aliens will try to launch more terror missions each month. One can prevent such an onslaught by depriving the aliens of resources which they desperately need for this kind of strategy.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month and there will sometimes be none.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
This is a very expensive option for the aliens, and as such they can only afford it with Surplus of Resources level of [[Alien_Resources_(LWR)|Alien Resources]] available. And even then, the aliens won&#039;t yet try if they are being very aggressive, being too focused on hunting down XCOM satellites instead.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, for every 3 months (not necessarily in a row) that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=102945</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=102945"/>
		<updated>2021-09-01T14:53:19Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Abduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch sorties of UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with an UFO sortie.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFOs is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations. Expect to fight them the most in the continent where they build their first base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent Covered: No Increase&lt;br /&gt;
* 2 Continents Covered: +10% Resources&lt;br /&gt;
* 3 Continents Covered: +20% Resources&lt;br /&gt;
* 4 Continents Covered: +30% Resources&lt;br /&gt;
* 5 Continents Covered: +40% Resources&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;low&#039;&#039;&#039; and around the target country, attempting to confirm the existence of XCOM satellites there. Successful scouting missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new sortie to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the scouting one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A scout mission can fail in four ways: 1) the UFO is shot down, 2) the UFO could botch the mission due to sustained damaged &amp;gt; 50%, 3) the target country could fend off the mission by itself, or, if all else fails, 4) the UFO could simply get unlucky. The odds of these failures happening are as follows:&lt;br /&gt;
&lt;br /&gt;
* Downed: &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - this means when the aliens have 900 research points, an unfettered scouting mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
The aliens will generally send 3-6 six sorties per month. As the game progresses the number of sorties sent decreases per 5% per month. As Alien Resources increase the number of sorties sent increases.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously scouted satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. The base chance of success is 60%, or 90% on the second pass (30%/50% respectively if Stealth Satellites is researched. Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Pertinent to this specific mission type, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while stopping the hunt mission.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out hunt missions proportional to the number of continents that XCOM has coverage on. This means a campaign with coverage on 6 continents will have 6x the number of hunt missions compared to a campaign with only 1 continent covered.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;24%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;13%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed. Otherwise, the aliens will adjust the amount of research mission attempts depending Alien Aggression and the amount their resources. If the aliens are not being very aggressive towards XCOM, they will be content with the tech they are currently fielding, thus will not carry out research missions; but as alien aggression increases, the aliens will try to keep up via research as much as they can afford it.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of research missions send will decrease by 5% per month.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then no harvest will occur. Otherwise, the aliens will harvest more when they are shorter on resource.&lt;br /&gt;
Additionally, the aliens also prefer doing harvests when they are not being aggressive; in the presence of a strong XCOM they prefer more aggressive missions instead.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 9 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) plus an additional 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;58%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;23%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, +1 for every 3 months passed) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree.&lt;br /&gt;
&lt;br /&gt;
Since abductions only provide a 1 hour response time, the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which include: credits, scientists, engineers, and new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month, but there will always be at least 1.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double sortie mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. After a week or two an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 20 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, terror missions are quite costly for the aliens as well. In fact, they cannot even afford it when they have the minimal level of resources. When Alien Aggression is higher, the aliens will try to launch more terror missions each month. One can prevent such an onslaught by depriving the aliens of resources which they desperately need for this kind of strategy.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month and there will sometimes be none.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
This is a very expensive option for the aliens, and as such they can only afford it with Surplus of Resources level of [[Alien_Resources_(LWR)|Alien Resources]] available. And even then, the aliens won&#039;t yet try if they are being very aggressive, being too focused on hunting down XCOM satellites instead.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, for every 3 months (not necessarily in a row) that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=102944</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=102944"/>
		<updated>2021-09-01T14:52:44Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Abduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch sorties of UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with an UFO sortie.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFOs is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations. Expect to fight them the most in the continent where they build their first base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent Covered: No Increase&lt;br /&gt;
* 2 Continents Covered: +10% Resources&lt;br /&gt;
* 3 Continents Covered: +20% Resources&lt;br /&gt;
* 4 Continents Covered: +30% Resources&lt;br /&gt;
* 5 Continents Covered: +40% Resources&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;low&#039;&#039;&#039; and around the target country, attempting to confirm the existence of XCOM satellites there. Successful scouting missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new sortie to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the scouting one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A scout mission can fail in four ways: 1) the UFO is shot down, 2) the UFO could botch the mission due to sustained damaged &amp;gt; 50%, 3) the target country could fend off the mission by itself, or, if all else fails, 4) the UFO could simply get unlucky. The odds of these failures happening are as follows:&lt;br /&gt;
&lt;br /&gt;
* Downed: &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - this means when the aliens have 900 research points, an unfettered scouting mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
The aliens will generally send 3-6 six sorties per month. As the game progresses the number of sorties sent decreases per 5% per month. As Alien Resources increase the number of sorties sent increases.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously scouted satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. The base chance of success is 60%, or 90% on the second pass (30%/50% respectively if Stealth Satellites is researched. Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Pertinent to this specific mission type, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while stopping the hunt mission.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out hunt missions proportional to the number of continents that XCOM has coverage on. This means a campaign with coverage on 6 continents will have 6x the number of hunt missions compared to a campaign with only 1 continent covered.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;24%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;13%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed. Otherwise, the aliens will adjust the amount of research mission attempts depending Alien Aggression and the amount their resources. If the aliens are not being very aggressive towards XCOM, they will be content with the tech they are currently fielding, thus will not carry out research missions; but as alien aggression increases, the aliens will try to keep up via research as much as they can afford it.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of research missions send will decrease by 5% per month.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then no harvest will occur. Otherwise, the aliens will harvest more when they are shorter on resource.&lt;br /&gt;
Additionally, the aliens also prefer doing harvests when they are not being aggressive; in the presence of a strong XCOM they prefer more aggressive missions instead.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 9 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) plus an additional 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;58%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;23%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, +1 for every 3 months passed) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree.&lt;br /&gt;
&lt;br /&gt;
Since abductions only provide a 9 hour response time, reaching more than 2 might not be possible so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which include: credits, scientists, engineers, and new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month, but there will always be at least 1.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double sortie mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. After a week or two an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 20 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, terror missions are quite costly for the aliens as well. In fact, they cannot even afford it when they have the minimal level of resources. When Alien Aggression is higher, the aliens will try to launch more terror missions each month. One can prevent such an onslaught by depriving the aliens of resources which they desperately need for this kind of strategy.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month and there will sometimes be none.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
This is a very expensive option for the aliens, and as such they can only afford it with Surplus of Resources level of [[Alien_Resources_(LWR)|Alien Resources]] available. And even then, the aliens won&#039;t yet try if they are being very aggressive, being too focused on hunting down XCOM satellites instead.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, for every 3 months (not necessarily in a row) that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=New_Mechanics_(LWR)&amp;diff=102897</id>
		<title>New Mechanics (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=New_Mechanics_(LWR)&amp;diff=102897"/>
		<updated>2021-08-29T18:58:20Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Overwatching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
If you have played the Long War mod, many of the game mechanics in Long War Rebalance will feel familiar. However, there are some very significant changes, some of which are described below.&lt;br /&gt;
&lt;br /&gt;
==Pod Activation==&lt;br /&gt;
&lt;br /&gt;
Enemy pods will now activate when they see an active pod or a corpse. This can lead to a chain of activations, and a more dangerous situation. This is mitigated somewhat by other new game mechanics that will sometimes cancel the scamper movement of pods when they activate in this way, leaving them out in the open and more vulnerable. Sometimes they will also have their weapons disabled which buys your squad a turn to prepare.&lt;br /&gt;
&lt;br /&gt;
== Overwatching ==&lt;br /&gt;
&lt;br /&gt;
Your soldiers can no longer overwatch unless they have a targetable enemy, and then their overwatch fire will only apply to those enemies that they could target when they started their overwatch. This removes the tactic of overwatch creeping from the game. While this is a big disadvantage for your squad, this rule also applies to the aliens.&lt;br /&gt;
&lt;br /&gt;
Overwatching has also been buffed in a few ways. Click here for more information: [[Other_Abilities_(LWR)#Overwatch|Overwatch]], [[Other_Abilities_(LWR)#Reaction_Fire|Reaction Fire]]&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
&lt;br /&gt;
Your soldiers can no longer steady their weapons unless they have a targetable enemy. This prevents steady creeping.&lt;br /&gt;
&lt;br /&gt;
Steadying has also been buffed.  Click here for more information: [[Other_Abilities_(LWR)#Steady_Weapon|Steady Weapon]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=New_Mechanics_(LWR)&amp;diff=102896</id>
		<title>New Mechanics (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=New_Mechanics_(LWR)&amp;diff=102896"/>
		<updated>2021-08-29T18:57:55Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Overwatching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
If you have played the Long War mod, many of the game mechanics in Long War Rebalance will feel familiar. However, there are some very significant changes, some of which are described below.&lt;br /&gt;
&lt;br /&gt;
==Pod Activation==&lt;br /&gt;
&lt;br /&gt;
Enemy pods will now activate when they see an active pod or a corpse. This can lead to a chain of activations, and a more dangerous situation. This is mitigated somewhat by other new game mechanics that will sometimes cancel the scamper movement of pods when they activate in this way, leaving them out in the open and more vulnerable. Sometimes they will also have their weapons disabled which buys your squad a turn to prepare.&lt;br /&gt;
&lt;br /&gt;
== Overwatching ==&lt;br /&gt;
&lt;br /&gt;
Your soldiers can no longer overwatch unless they have a targetable enemy, and then their overwatch fire will only apply to those enemies that they could target when they started their overwatch. This removes the tactic of overwatch creeping from the game. While this is a big disadvantage for your squad, this rule also applies to the aliens.&lt;br /&gt;
&lt;br /&gt;
Overwatching has also been buffed in a few ways. Click here for more information: [[Other_Abilities_(LWR)#Overwatch|Overwatch]], [[Other_Abilities_(LWR)#Reaction_Fire]]&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
&lt;br /&gt;
Your soldiers can no longer steady their weapons unless they have a targetable enemy. This prevents steady creeping.&lt;br /&gt;
&lt;br /&gt;
Steadying has also been buffed.  Click here for more information: [[Other_Abilities_(LWR)#Steady_Weapon|Steady Weapon]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=New_Mechanics_(LWR)&amp;diff=102894</id>
		<title>New Mechanics (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=New_Mechanics_(LWR)&amp;diff=102894"/>
		<updated>2021-08-29T18:55:19Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Pod Activation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
If you have played the Long War mod, many of the game mechanics in Long War Rebalance will feel familiar. However, there are some very significant changes, some of which are described below.&lt;br /&gt;
&lt;br /&gt;
==Pod Activation==&lt;br /&gt;
&lt;br /&gt;
Enemy pods will now activate when they see an active pod or a corpse. This can lead to a chain of activations, and a more dangerous situation. This is mitigated somewhat by other new game mechanics that will sometimes cancel the scamper movement of pods when they activate in this way, leaving them out in the open and more vulnerable. Sometimes they will also have their weapons disabled which buys your squad a turn to prepare.&lt;br /&gt;
&lt;br /&gt;
== Overwatching ==&lt;br /&gt;
&lt;br /&gt;
Your soldiers can no longer overwatch unless they have a targetable enemy, and then their overwatch fire will only apply to those enemies that they could target when they started their overwatch. This removes the tactic of overwatch creeping from the game. While this is a big disadvantage for your squad, this rule also applies to the aliens.&lt;br /&gt;
&lt;br /&gt;
Overwatching has also been buffed in a few ways. Click here for more information: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
&lt;br /&gt;
Your soldiers can no longer steady their weapons unless they have a targetable enemy. This prevents steady creeping.&lt;br /&gt;
&lt;br /&gt;
Steadying has also been buffed.  Click here for more information: [[Other_Abilities_(LWR)#Steady_Weapon|Steady Weapon]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102854</id>
		<title>Alien Artifacts (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102854"/>
		<updated>2021-08-29T01:41:36Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Artifact Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Artifact&#039;&#039;&#039; is anything that your soldiers acquire from tactical missions.&lt;br /&gt;
&lt;br /&gt;
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.&lt;br /&gt;
&lt;br /&gt;
== Artifact Usage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Computers===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Computers (4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; UFO Scanners (4), UFO Countermeasures (8), Improved Avionics (12), Stealth Satellites (4), Penetrator Weapons (8), UFO Tracking (4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Battle Computer (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Blaster Launcher (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Power Sources===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenopsionics (8), Alien Power Systems (6), Alien Propulsion (6)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Elerium Afterburners (8), Phoenix Coilguns (12), Beam Strengthening (12), Supercapacitors (16)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Each and Every Plasma Weapon (4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039;  MEC-1 (4), MEC-2 (4)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sectoid Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenobiology (5), Sectoid Autopsy (1), Xenoneurology (5)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Tactical Rigging (20), Psi Warfare Systems (12), Alien Nucleonics (48)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (1), Mimic Beacon (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039; Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drone Wrecks===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Drone Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (12), SHIV Advancements II (4), Elerium Batteries (32), Advanced Flight (8), Alien Metallurgy (20) &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Tracking Booster (8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thin Man Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Thin Man Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Improved Medikit (40), New Combat Systems (8), Improved Salvage (20)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Acid Grenade (15)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Floater Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Floater Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Shaped Armor (28), Armored Fighters (32)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Aim Booster (12)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Muton Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Muton Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Ammo Conservation (32), Quenchguns (18)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seeker Wrecks===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Seeker Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; MEC Warfare Systems (4), UFO Countermeasures (8), Aircraft Boosters (16), Rail Pistols (12)&lt;br /&gt;
 &lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Elerium Emitter (15)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meld===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Materials (4), Xenogenetics (10), Xenopsionics (5), Alien Biocybernetics (20), MEC Mark 2 (10), MEC Mark 3: Heavy (5), MEC Mark 3: Light (5), Mind and Machine (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (50), SHIV Advancement II (80), Tactical Rigging (30), Alien Grenades (30), Mechanized Defenses (10), Shaped Armor (40), Improved Medikit (50), Armored Fighters (25), Aircraft Boosters (10), Psi Warfare Systems (40), Beam Strengthening (15), Quench Guns (10), Jellied Elerium (20), Super Capacitators (30), Ammo Conservation (20), Advanced Repair (40), Improved Salvage (50), Alien Metallurgy (50), Alien Nucleonics (50)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (10), Neural Gunlink (45), Conduit (24), Psi Frayer (10), Psi Retaliator (15), Alloy Carbide Plating (20), Shielding Module (80), Incinerator Module (10), Thumper (2), Regenerative Plating (10), Walker Servos (10), Extrasensory Vest (30), Respirator Implant (20), Combat Stims (4), Elerium Emitter (40), Mimic Beacon (25), Plasma Stellerator (10), Battle Computer (30)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Plasma Pistol, SMG (15) Plasma Rifle, Carbine, Autopistol (30), Plasma Battle Rifle, Reflex Cannon, Novagun, Dragon, Strike Rifle, Sniper Rifle (45), Pulse Particle Cannon, Plasma Autocannon, Blaster Launcher (60), Flamethrower (5), Restorative Mist (10), Kinetic Strike Module (5), Grenade Launcher (10), MiNE (5), Electro Pulse (15)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039;  Titan Armor (8), Shadow Armor (40), MEC-1 (10), MEC-2 (60), MEC-3 (90)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=New_Mechanics_(LWR)&amp;diff=102853</id>
		<title>New Mechanics (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=New_Mechanics_(LWR)&amp;diff=102853"/>
		<updated>2021-08-29T01:27:45Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: Created page with &amp;quot;Back To Main Page  &amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt; __TOC__ &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;   ==In General==  If you have played the Long War mod...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
If you have played the Long War mod, many of the game mechanics in Long War Rebalance will feel familiar. However, there are some very significant changes which are described below.&lt;br /&gt;
&lt;br /&gt;
==Pod Activation==&lt;br /&gt;
&lt;br /&gt;
Enemy pods will now activate when they see an active pod or a corpse. This can lead to a chain of activations, and a more dangerous situation. This is mitigate somewhat by another new game mechanics that will sometimes cancel the scamper movement of pods when they activate in this way, leaving them out in the open and more vulnerable. Sometimes they will also have their weapons disabled which buys your squad a turn to prepare.&lt;br /&gt;
&lt;br /&gt;
== Overwatching ==&lt;br /&gt;
&lt;br /&gt;
Your soldiers can no longer overwatch unless they have a targetable enemy, and then their overwatch fire will only apply to those enemies that they could target when they started their overwatch. This removes the tactic of overwatch creeping from the game. While this is a big disadvantage for your squad, this rule also applies to the aliens.&lt;br /&gt;
&lt;br /&gt;
Overwatching has also been buffed in a few ways. Overwatch fire now occurs sequentially, so that shots aren&#039;t wasted, and cover only grants half its regular defense against overwatchers. Overwatch shots that land can stagger the target which removes their 2nd action point.&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
&lt;br /&gt;
Your soldiers can no longer steady their weapons unless they have a targetable enemy. This prevents steady creeping.&lt;br /&gt;
&lt;br /&gt;
Steadying has also been buffed. It will now grant +50 aim, and if the steadied soldier has 2 action points. it will ignore cover DR.&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=LWR_Table&amp;diff=102852</id>
		<title>LWR Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=LWR_Table&amp;diff=102852"/>
		<updated>2021-08-29T01:13:55Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding: 0 20px 0 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;Long War Rebalance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Vigilo_Confido_shield.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
:[[Info (LWR)|General Info]]&lt;br /&gt;
:[[Bugs/Features (LWR)|Features/Bugs]]&lt;br /&gt;
:[[New Hotkeys (LWR)|Hotkeys]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Bring_it_down.jpg|30px]] &#039;&#039;&#039;Under the Hood&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Installation (LWR)|Installation]]&lt;br /&gt;
:[[Second Wave (LWR)|Second Wave]]&lt;br /&gt;
:[[Dev Console (LWR)|Dev Console]]&lt;br /&gt;
:[[Change Log (LWR)|Change Log]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Gameplay Mechanics&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
:[[Difficulty (LWR)|Difficulty]]&lt;br /&gt;
:[[Injury and Fatigue (LWR)|Injury and Fatigue]]&lt;br /&gt;
&lt;br /&gt;
:[[File:Bradford_Small_(EU2012).png|30px]]&#039;&#039;&#039;Strategic Layer&#039;&#039;&#039;&lt;br /&gt;
::[[Air Combat (LWR)|Air Combat]]&lt;br /&gt;
::[[The Council (LWR)|Council]]&lt;br /&gt;
::[[Country Panic (LWR)|Country Panic]]&lt;br /&gt;
::[[Scientists and Engineers (LWR)|Scientists/Engineers]]&lt;br /&gt;
&lt;br /&gt;
:[[File:Meet_New_People_Then_Kill_Them_(EU2012).jpg|30px]]&#039;&#039;&#039;Tactical Layer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::[[New Mechanics (LWR)|New Mechanics]]&lt;br /&gt;
::[[Action Points(LWR)|Action Points]]&lt;br /&gt;
::[[Bounties (LWR)|Bounties]]&lt;br /&gt;
::[[Cover (LWR)|Cover and Smoke]]&lt;br /&gt;
::[[Damage (LWR)|Damage]]&lt;br /&gt;
::[[Indicators (LWR)|Indicators]]&lt;br /&gt;
::[[Other Abilities (LWR)|Non-Perk Abilities]]&lt;br /&gt;
::[[Abilities List (LWR)|Perk Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Attributes (LWR)|Attributes]]&lt;br /&gt;
:[[Experience (LWR)|Experience]]&lt;br /&gt;
:[[Soldiers (LWR)|Soldier Classes]]&lt;br /&gt;
::[[Sniper (LWR)|Sniper]]&lt;br /&gt;
::[[Scout (LWR)|Scout]]&lt;br /&gt;
::[[Infantry (LWR)|Infantry]]&lt;br /&gt;
::[[Assault (LWR)|Assault]]&lt;br /&gt;
::[[Gunner (LWR)|Gunner]]&lt;br /&gt;
::[[Rocketeer (LWR)|Rocketeer]]&lt;br /&gt;
::[[Medic (LWR)|Medic]]&lt;br /&gt;
::[[Engineer (LWR)|Engineer]]&lt;br /&gt;
:[[S.H.I.V. (LWR)|SHIVs]]&lt;br /&gt;
:[[MEC Trooper (LWR)|MEC Troopers]]&lt;br /&gt;
::[[Jaeger (LWR)|Jaeger]]&lt;br /&gt;
::[[Marauder (LWR)|Marauder]]&lt;br /&gt;
::[[Goliath (LWR)|Goliath]]&lt;br /&gt;
::[[Shogun (LWR)|Shogun]]&lt;br /&gt;
:[[Officers (LWR)|Officers]]&lt;br /&gt;
:[[Psionic (LWR)|Psionics]]&lt;br /&gt;
:[[Gene Mods (LWR)|Gene Mods]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Loadout Long War.jpg|50px]] &#039;&#039;&#039;Loadout&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Weapons (LWR)|Weapons]]&lt;br /&gt;
:[[Armor (LWR)|Armor]]&lt;br /&gt;
:[[Equipment (LWR)|Equipment]]&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Vigilo_Confido_black.png|30px]] &#039;&#039;&#039;XCOM HQ&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Start Bonuses (LWR)|Start Bonuses]]&lt;br /&gt;
:[[Continent Bonuses (LWR)|Continent Bonuses]]&lt;br /&gt;
:[[Facilities (LWR)|Facilities]]&lt;br /&gt;
::[[Barracks (LWR)|Barracks]]&lt;br /&gt;
::[[Engineering (LWR)|Engineering]]&lt;br /&gt;
::[[Hangar (LWR)|Hangar]]&lt;br /&gt;
::[[Mission Control (LWR)|Mission Control]]&lt;br /&gt;
::[[Research (LWR)|Research]]&lt;br /&gt;
::[[Situation Room (LWR)|Situation Room]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Mission Info&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
:[[Map Tables (LWR)|Map Table]]&lt;br /&gt;
:[[Missions (LWR)|XCOM Missions]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Head red 2.png|30px]] &#039;&#039;&#039;Alien Info&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
:[[Alien Life Forms (LWR)|Alien Life Forms]]&lt;br /&gt;
:[[Alien Missions (LWR)|Alien Missions]]&lt;br /&gt;
:[[Alien Artifacts (LWR)|Artifacts]]&lt;br /&gt;
:[[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Satellite_(EU2012).png|30px]] &#039;&#039;&#039;Alien Stats&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
:[[Alien Aggression (LWR)|Aggression]]&lt;br /&gt;
:[[Incursion Strength (LWR)|Incursion Strength]]&lt;br /&gt;
:[[Alien Level (LWR)|Level]]&lt;br /&gt;
:[[Alien Resources (LWR)|Resources]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=LWR_Table&amp;diff=102851</id>
		<title>LWR Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=LWR_Table&amp;diff=102851"/>
		<updated>2021-08-29T01:13:41Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding: 0 20px 0 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;Long War Rebalance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Vigilo_Confido_shield.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
:[[Info (LWR)|General Info]]&lt;br /&gt;
:[[Bugs/Features (LWR)|Features/Bugs]]&lt;br /&gt;
:[[New Hotkeys (LWR)|Hotkeys]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Bring_it_down.jpg|30px]] &#039;&#039;&#039;Under the Hood&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Installation (LWR)|Installation]]&lt;br /&gt;
:[[Second Wave (LWR)|Second Wave]]&lt;br /&gt;
:[[Dev Console (LWR)|Dev Console]]&lt;br /&gt;
:[[Change Log (LWR)|Change Log]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Gameplay Mechanics&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
:[[Difficulty (LWR)|Difficulty]]&lt;br /&gt;
:[[Injury and Fatigue (LWR)|Injury and Fatigue]]&lt;br /&gt;
&lt;br /&gt;
:[[File:Bradford_Small_(EU2012).png|30px]]&#039;&#039;&#039;Strategic Layer&#039;&#039;&#039;&lt;br /&gt;
::[[Air Combat (LWR)|Air Combat]]&lt;br /&gt;
::[[The Council (LWR)|Council]]&lt;br /&gt;
::[[Country Panic (LWR)|Country Panic]]&lt;br /&gt;
::[[Scientists and Engineers (LWR)|Scientists/Engineers]]&lt;br /&gt;
&lt;br /&gt;
:[[File:Meet_New_People_Then_Kill_Them_(EU2012).jpg|30px]]&#039;&#039;&#039;Tactical Layer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[New Mechanics (LWR)|New Mechanics]]&lt;br /&gt;
::[[Action Points(LWR)|Action Points]]&lt;br /&gt;
::[[Bounties (LWR)|Bounties]]&lt;br /&gt;
::[[Cover (LWR)|Cover and Smoke]]&lt;br /&gt;
::[[Damage (LWR)|Damage]]&lt;br /&gt;
::[[Indicators (LWR)|Indicators]]&lt;br /&gt;
::[[Other Abilities (LWR)|Non-Perk Abilities]]&lt;br /&gt;
::[[Abilities List (LWR)|Perk Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Attributes (LWR)|Attributes]]&lt;br /&gt;
:[[Experience (LWR)|Experience]]&lt;br /&gt;
:[[Soldiers (LWR)|Soldier Classes]]&lt;br /&gt;
::[[Sniper (LWR)|Sniper]]&lt;br /&gt;
::[[Scout (LWR)|Scout]]&lt;br /&gt;
::[[Infantry (LWR)|Infantry]]&lt;br /&gt;
::[[Assault (LWR)|Assault]]&lt;br /&gt;
::[[Gunner (LWR)|Gunner]]&lt;br /&gt;
::[[Rocketeer (LWR)|Rocketeer]]&lt;br /&gt;
::[[Medic (LWR)|Medic]]&lt;br /&gt;
::[[Engineer (LWR)|Engineer]]&lt;br /&gt;
:[[S.H.I.V. (LWR)|SHIVs]]&lt;br /&gt;
:[[MEC Trooper (LWR)|MEC Troopers]]&lt;br /&gt;
::[[Jaeger (LWR)|Jaeger]]&lt;br /&gt;
::[[Marauder (LWR)|Marauder]]&lt;br /&gt;
::[[Goliath (LWR)|Goliath]]&lt;br /&gt;
::[[Shogun (LWR)|Shogun]]&lt;br /&gt;
:[[Officers (LWR)|Officers]]&lt;br /&gt;
:[[Psionic (LWR)|Psionics]]&lt;br /&gt;
:[[Gene Mods (LWR)|Gene Mods]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Loadout Long War.jpg|50px]] &#039;&#039;&#039;Loadout&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Weapons (LWR)|Weapons]]&lt;br /&gt;
:[[Armor (LWR)|Armor]]&lt;br /&gt;
:[[Equipment (LWR)|Equipment]]&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Vigilo_Confido_black.png|30px]] &#039;&#039;&#039;XCOM HQ&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Start Bonuses (LWR)|Start Bonuses]]&lt;br /&gt;
:[[Continent Bonuses (LWR)|Continent Bonuses]]&lt;br /&gt;
:[[Facilities (LWR)|Facilities]]&lt;br /&gt;
::[[Barracks (LWR)|Barracks]]&lt;br /&gt;
::[[Engineering (LWR)|Engineering]]&lt;br /&gt;
::[[Hangar (LWR)|Hangar]]&lt;br /&gt;
::[[Mission Control (LWR)|Mission Control]]&lt;br /&gt;
::[[Research (LWR)|Research]]&lt;br /&gt;
::[[Situation Room (LWR)|Situation Room]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Mission Info&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
:[[Map Tables (LWR)|Map Table]]&lt;br /&gt;
:[[Missions (LWR)|XCOM Missions]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Head red 2.png|30px]] &#039;&#039;&#039;Alien Info&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
:[[Alien Life Forms (LWR)|Alien Life Forms]]&lt;br /&gt;
:[[Alien Missions (LWR)|Alien Missions]]&lt;br /&gt;
:[[Alien Artifacts (LWR)|Artifacts]]&lt;br /&gt;
:[[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Satellite_(EU2012).png|30px]] &#039;&#039;&#039;Alien Stats&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
:[[Alien Aggression (LWR)|Aggression]]&lt;br /&gt;
:[[Incursion Strength (LWR)|Incursion Strength]]&lt;br /&gt;
:[[Alien Level (LWR)|Level]]&lt;br /&gt;
:[[Alien Resources (LWR)|Resources]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=LWR_Table&amp;diff=102850</id>
		<title>LWR Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=LWR_Table&amp;diff=102850"/>
		<updated>2021-08-29T01:12:36Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding: 0 20px 0 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;Long War Rebalance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Vigilo_Confido_shield.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
:[[Info (LWR)|General Info]]&lt;br /&gt;
:[[Bugs/Features (LWR)|Features/Bugs]]&lt;br /&gt;
:[[New Hotkeys (LWR)|Hotkeys]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Bring_it_down.jpg|30px]] &#039;&#039;&#039;Under the Hood&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Installation (LWR)|Installation]]&lt;br /&gt;
:[[Second Wave (LWR)|Second Wave]]&lt;br /&gt;
:[[Dev Console (LWR)|Dev Console]]&lt;br /&gt;
:[[Change Log (LWR)|Change Log]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Gameplay Mechanics&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
:[[Difficulty (LWR)|Difficulty]]&lt;br /&gt;
:[[New Mechanics (LWR)|New Mechanics]]&lt;br /&gt;
:[[Injury and Fatigue (LWR)|Injury and Fatigue]]&lt;br /&gt;
&lt;br /&gt;
:[[File:Bradford_Small_(EU2012).png|30px]]&#039;&#039;&#039;Strategic Layer&#039;&#039;&#039;&lt;br /&gt;
::[[Air Combat (LWR)|Air Combat]]&lt;br /&gt;
::[[The Council (LWR)|Council]]&lt;br /&gt;
::[[Country Panic (LWR)|Country Panic]]&lt;br /&gt;
::[[Scientists and Engineers (LWR)|Scientists/Engineers]]&lt;br /&gt;
&lt;br /&gt;
:[[File:Meet_New_People_Then_Kill_Them_(EU2012).jpg|30px]]&#039;&#039;&#039;Tactical Layer&#039;&#039;&#039;&lt;br /&gt;
::[[Action Points(LWR)|Action Points]]&lt;br /&gt;
::[[Bounties (LWR)|Bounties]]&lt;br /&gt;
::[[Cover (LWR)|Cover and Smoke]]&lt;br /&gt;
::[[Damage (LWR)|Damage]]&lt;br /&gt;
::[[Indicators (LWR)|Indicators]]&lt;br /&gt;
::[[Other Abilities (LWR)|Non-Perk Abilities]]&lt;br /&gt;
::[[Abilities List (LWR)|Perk Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Attributes (LWR)|Attributes]]&lt;br /&gt;
:[[Experience (LWR)|Experience]]&lt;br /&gt;
:[[Soldiers (LWR)|Soldier Classes]]&lt;br /&gt;
::[[Sniper (LWR)|Sniper]]&lt;br /&gt;
::[[Scout (LWR)|Scout]]&lt;br /&gt;
::[[Infantry (LWR)|Infantry]]&lt;br /&gt;
::[[Assault (LWR)|Assault]]&lt;br /&gt;
::[[Gunner (LWR)|Gunner]]&lt;br /&gt;
::[[Rocketeer (LWR)|Rocketeer]]&lt;br /&gt;
::[[Medic (LWR)|Medic]]&lt;br /&gt;
::[[Engineer (LWR)|Engineer]]&lt;br /&gt;
:[[S.H.I.V. (LWR)|SHIVs]]&lt;br /&gt;
:[[MEC Trooper (LWR)|MEC Troopers]]&lt;br /&gt;
::[[Jaeger (LWR)|Jaeger]]&lt;br /&gt;
::[[Marauder (LWR)|Marauder]]&lt;br /&gt;
::[[Goliath (LWR)|Goliath]]&lt;br /&gt;
::[[Shogun (LWR)|Shogun]]&lt;br /&gt;
:[[Officers (LWR)|Officers]]&lt;br /&gt;
:[[Psionic (LWR)|Psionics]]&lt;br /&gt;
:[[Gene Mods (LWR)|Gene Mods]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Loadout Long War.jpg|50px]] &#039;&#039;&#039;Loadout&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Weapons (LWR)|Weapons]]&lt;br /&gt;
:[[Armor (LWR)|Armor]]&lt;br /&gt;
:[[Equipment (LWR)|Equipment]]&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Vigilo_Confido_black.png|30px]] &#039;&#039;&#039;XCOM HQ&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
:[[Start Bonuses (LWR)|Start Bonuses]]&lt;br /&gt;
:[[Continent Bonuses (LWR)|Continent Bonuses]]&lt;br /&gt;
:[[Facilities (LWR)|Facilities]]&lt;br /&gt;
::[[Barracks (LWR)|Barracks]]&lt;br /&gt;
::[[Engineering (LWR)|Engineering]]&lt;br /&gt;
::[[Hangar (LWR)|Hangar]]&lt;br /&gt;
::[[Mission Control (LWR)|Mission Control]]&lt;br /&gt;
::[[Research (LWR)|Research]]&lt;br /&gt;
::[[Situation Room (LWR)|Situation Room]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Mission Info&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
:[[Map Tables (LWR)|Map Table]]&lt;br /&gt;
:[[Missions (LWR)|XCOM Missions]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Head red 2.png|30px]] &#039;&#039;&#039;Alien Info&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
:[[Alien Life Forms (LWR)|Alien Life Forms]]&lt;br /&gt;
:[[Alien Missions (LWR)|Alien Missions]]&lt;br /&gt;
:[[Alien Artifacts (LWR)|Artifacts]]&lt;br /&gt;
:[[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| style=&amp;quot;border-radius:5px 25px 0 0;&amp;quot; | [[File:Satellite_(EU2012).png|30px]] &#039;&#039;&#039;Alien Stats&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
:[[Alien Aggression (LWR)|Aggression]]&lt;br /&gt;
:[[Incursion Strength (LWR)|Incursion Strength]]&lt;br /&gt;
:[[Alien Level (LWR)|Level]]&lt;br /&gt;
:[[Alien Resources (LWR)|Resources]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102801</id>
		<title>Alien Artifacts (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102801"/>
		<updated>2021-08-24T18:20:11Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Artifact Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Artifact&#039;&#039;&#039; is anything that your soldiers acquire from tactical missions.&lt;br /&gt;
&lt;br /&gt;
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.&lt;br /&gt;
&lt;br /&gt;
== Artifact Usage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Computers===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Computers (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; UFO Scanners (4), UFO Countermeasures (8), Improved Avionics (12), Stealth Satellites (4), Penetrator Weapons (8), UFO Tracking (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Battle Computer (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Blaster Launcher (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Power Sources===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenopsionics (8), Alien Power Systems (6), Alien Propulsion (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Elerium Afterburners (8), Phoenix Coilguns (12), Beam Strengthening (12), Supercapacitors (16)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Each and Every Plasma Weapon (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039;  MEC-1 (4), MEC-2 (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sectoid Corpses===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenobiology (5), Sectoid Autopsy (1), Xenoneurology (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Tactical Rigging (20), Psi Warfare Systems (12), Alien Nucleonics (48)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (1), Mimic Beacon (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drone Wrecks===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Drone Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (12), SHIV Advancements II (4), Elerium Batteries (32), Advanced Flight (8), Alien Metallurgy (20) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Tracking Booster (8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thin Man Corpses===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Thin Man Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Improved Medikit (40), New Combat Systems (8), Improved Salvage (20)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Acid Grenade (15)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Floater Corpses===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Floater Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Shaped Armor (28), Armored Fighters (32)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Aim Booster (12)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meld===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Materials (4), Xenogenetics (10), Xenopsionics (5), Alien Biocybernetics (20), MEC Mark 2 (10), MEC Mark 3: Heavy (5), MEC Mark 3: Light (5), Mind and Machine (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (50), SHIV Advancement II (80), Tactical Rigging (30), Alien Grenades (30), Mechanized Defenses (10), Shaped Armor (40), Improved Medikit (50), Armored Fighters (25), Aircraft Boosters (10), Psi Warfare Systems (40), Beam Strengthening (15), Quench Guns (10), Jellied Elerium (20), Super Capacitators (30), Ammo Conservation (20), Advanced Repair (40), Improved Salvage (50), Alien Metallurgy (50), Alien Nucleonics (50)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (10), Neural Gunlink (45), Conduit (24), Psi Frayer (10), Psi Retaliator (15), Alloy Carbide Plating (20), Shielding Module (80), Incinerator Module (10), Thumper (2), Regenerative Plating (10), Walker Servos (10), Extrasensory Vest (30), Respirator Implant (20), Combat Stims (4), Elerium Emitter (40), Mimic Beacon (25), Plasma Stellerator (10), Battle Computer (30)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Plasma Pistol, SMG (15) Plasma Rifle, Carbine, Autopistol (30), Plasma Battle Rifle, Reflex Cannon, Novagun, Dragon, Strike Rifle, Sniper Rifle (45), Pulse Particle Cannon, Plasma Autocannon, Blaster Launcher (60), Flamethrower (5), Restorative Mist (10), Kinetic Strike Module (5), Grenade Launcher (10), MiNE (5), Electro Pulse (15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039;  Titan Armor (8), Shadow Armor (40), MEC-1 (10), MEC-2 (60), MEC-3 (90)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102800</id>
		<title>Alien Artifacts (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102800"/>
		<updated>2021-08-24T18:16:34Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Artifact Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Artifact&#039;&#039;&#039; is anything that your soldiers acquire from tactical missions.&lt;br /&gt;
&lt;br /&gt;
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.&lt;br /&gt;
&lt;br /&gt;
== Artifact Usage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Computers===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Computers (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; UFO Scanners (4), UFO Countermeasures (8), Improved Avionics (12), Stealth Satellites (4), Penetrator Weapons (8), UFO Tracking (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Battle Computer (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Blaster Launcher (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Power Sources===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenopsionics (8), Alien Power Systems (6), Alien Propulsion (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Elerium Afterburners (8), Phoenix Coilguns (12), Beam Strengthening (12), Supercapacitors (16)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Each and Every Plasma Weapon (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039;  MEC-1 (4), MEC-2 (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sectoid Corpses===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenobiology (5), Sectoid Autopsy (1), Xenoneurology (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Tactical Rigging (20), Psi Warfare Systems (12), Alien Nucleonics (48)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (1), Mimic Beacon (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drone Wrecks===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Drone Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (12), SHIV Advancements II (4), Elerium Batteries (32), Advanced Flight (8), Alien Metallurgy (20) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Tracking Booster (8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thin Man Corpses===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Thin Man Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Improved Medikit (40), New Combat Systems (8), Improved Salvage (20)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Acid Grenade (15)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meld===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Materials (4), Xenogenetics (10), Xenopsionics (5), Alien Biocybernetics (20), MEC Mark 2 (10), MEC Mark 3: Heavy (5), MEC Mark 3: Light (5), Mind and Machine (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (50), SHIV Advancement II (80), Tactical Rigging (30), Alien Grenades (30), Mechanized Defenses (10), Shaped Armor (40), Improved Medikit (50), Armored Fighters (25), Aircraft Boosters (10), Psi Warfare Systems (40), Beam Strengthening (15), Quench Guns (10), Jellied Elerium (20), Super Capacitators (30), Ammo Conservation (20), Advanced Repair (40), Improved Salvage (50), Alien Metallurgy (50), Alien Nucleonics (50)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (10), Neural Gunlink (45), Conduit (24), Psi Frayer (10), Psi Retaliator (15), Alloy Carbide Plating (20), Shielding Module (80), Incinerator Module (10), Thumper (2), Regenerative Plating (10), Walker Servos (10), Extrasensory Vest (30), Respirator Implant (20), Combat Stims (4), Elerium Emitter (40), Mimic Beacon (25), Plasma Stellerator (10), Battle Computer (30)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Plasma Pistol, SMG (15) Plasma Rifle, Carbine, Autopistol (30), Plasma Battle Rifle, Reflex Cannon, Novagun, Dragon, Strike Rifle, Sniper Rifle (45), Pulse Particle Cannon, Plasma Autocannon, Blaster Launcher (60), Flamethrower (5), Restorative Mist (10), Kinetic Strike Module (5), Grenade Launcher (10), MiNE (5), Electro Pulse (15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039;  Titan Armor (8), Shadow Armor (40), MEC-1 (10), MEC-2 (60), MEC-3 (90)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=102746</id>
		<title>Research (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=102746"/>
		<updated>2021-08-22T18:07:57Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Main Tech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
The speed to research each technology is defined by:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.3 * Number of Labs + 0.1 * Number of Lab Adjacencies)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifier is 0 for Normal up to 3 for Impossible.&lt;br /&gt;
&lt;br /&gt;
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).&lt;br /&gt;
&lt;br /&gt;
Tech Times can be found under Research Projects below.&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
&lt;br /&gt;
[[File:LW_Rebalance_-Tech_Tree_v1.34.08.gif|1600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Offensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || 20&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers || High-Capacity Pistols&amp;lt;br /&amp;gt;SHIV Advancements I&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman Scope || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry &lt;br /&gt;
| 4 || 10 || 40 || - || 35&lt;br /&gt;
| Advanced Beam Lasers || XCOM Security: Guns&amp;lt;br /&amp;gt;Enhanced Lasers&lt;br /&gt;
| Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Laser Battle Rifle&amp;lt;br /&amp;gt;Laser SMG&amp;lt;br /&amp;gt;Laser Scattershot&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Laser Autocannon (SHIV)|| -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&amp;lt;br /&amp;gt;Drone Autopsy &lt;br /&gt;
| 10 || 50 || 60 || - || 70&lt;br /&gt;
| Pulse Lasers || -&lt;br /&gt;
| Laser Autorifle&amp;lt;br /&amp;gt;Scatter Gatler&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;Laser Lance (MEC) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare &lt;br /&gt;
| 25 || 5 || 100 || - || 80&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Battle Rifle&amp;lt;br /&amp;gt;Gauss Alloy Cannon&amp;lt;br /&amp;gt;Gauss SMG&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;Grenade Launcher (MEC)&amp;lt;br /&amp;gt;Gauss Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons || Gauss Weapons &amp;lt;br /&amp;gt; Floater Interrogation&lt;br /&gt;
| 30 || 10 || 60 || - || 90&lt;br /&gt;
| EMP Weapons || Quenchguns || Gauss Autorifle&amp;lt;br /&amp;gt;Guass Machine Gun&amp;lt;br /&amp;gt;Gauss Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;Gauss Railgun (MEC)&amp;lt;br /&amp;gt;Miniature Nuclear Explosive (MiNE)&amp;lt;br /&amp;gt;Launcher (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&lt;br /&gt;
| 30 || 30 || 350 || - || 350&lt;br /&gt;
| Light Plasma Weapons || - || Electro Pulse (MEC) || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Cyberdisk Autopsy&lt;br /&gt;
| 5 || 25 || 50 || - || 80&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Battle Rifle&amp;lt;br /&amp;gt;Pulse Scattershot&amp;lt;br /&amp;gt;Pulse Pistol&amp;lt;br /&amp;gt;Pulse SMG&amp;lt;br /&amp;gt;Pulse Autocannon (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 10 || 80 || 30 || - || 90&lt;br /&gt;
| Light Plasma Weapons || Supercapacitors || Pulse Autoblaster&amp;lt;br /&amp;gt;Pulse Gatler&amp;lt;br /&amp;gt;Pulse Strike Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;Pulse Lance (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 8 || 16 || 80 || - || 210 &lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Light Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Muton Elite Interrogation&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| 30 || 220 || 450 || - || 500 &lt;br /&gt;
| Compact Plasma Weapons&amp;lt;br /&amp;gt;Standard Plasma Weapons || Condensed Plasma || Plasma SMG&amp;lt;br /&amp;gt;Plasma Carbine || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Standard Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 20 || 30 || 80 || - || 270&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Battle Rifle&amp;lt;br /&amp;gt;Plasma Reflex Cannon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| Fusion Weapons || - || Plasma Novagun&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Plasma Particle Cannon&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Strike Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Autocannon&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Standard Plasma Weapons&lt;br /&gt;
| 40 || 240 || 550 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 550&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Defensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 4 || 20&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;All UFO Analyses&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Gauss Weapons&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;Ammo - Shredder&amp;lt;br /&amp;gt;Ammo - Breaching&amp;lt;br /&amp;gt;Ammo Module&amp;lt;br /&amp;gt;Alloy Bipod&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 40&lt;br /&gt;
| Advanced Body Armor || XCOM Security: Armor || Phalanx Armor&amp;lt;br /&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Plating&amp;lt;br /&amp;gt;Ammo - Piercing || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| 6 || - || - || - || 50&lt;br /&gt;
| Mobile Power Armor || Mechanized Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 10 || - || - || 80&lt;br /&gt;
| MEC Mark 2&amp;lt;br /&amp;gt;Advanced Power Armor || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Berserker Interrogation&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 80 || - || - || 180&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy&amp;lt;br /&amp;gt;Antigrav Systems&amp;lt;br /&amp;gt;Stealth Systems || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;Walker Servos&amp;lt;br /&amp;gt;Core Armoring || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 2&#039;&#039;&#039; || Armor || Alien Biocybernetics&amp;lt;br /&amp;gt;Mobile Power Armor&lt;br /&gt;
| 10 || 40 || 70 || 10 || 75&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy || - || LMEC2 (Valiant)&amp;lt;br /&amp;gt;HMEC2 (Defender)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Heavy&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 120 || 10 || 180 || 5 || 90&lt;br /&gt;
| - || - || HMEC3 (Dauntless)&amp;lt;br /&amp;gt;UHMEC3 (Devastator)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Light&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 80 || 180 || 5 || 90&lt;br /&gt;
| - || - || LMEC3 (Vindicator)&amp;lt;br /&amp;gt;ULMEC3 (Vanguard)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Heavy Floater Autopsy&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 20 || - || - || 100&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;The Thumper (MEC) || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| - || 20 || - || - || 100&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 10 || 15 || - || 2 || 30&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien Corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Corpse || 5&lt;br /&gt;
| Sectoid Interrogation || - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Thin Man Corpse || 20&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || Restorative Mist&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Floater Corpse || 15&lt;br /&gt;
| Floater Interrogation || Shaped Armor || Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC) || Aim Booster (Aerospace)&amp;lt;br /&amp;gt;Ammo - Flak&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Corpse || 25&lt;br /&gt;
| Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Berserker Corpse || 30&lt;br /&gt;
| Berserker Interrogation || || Combat Stims || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Commander Corpse || 45&lt;br /&gt;
| Sectoid Commander Interrogation || - || Psi Frayer || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Elite Corpse || 40&lt;br /&gt;
| Muton Elite Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Heavy Floater Corpse || 40&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Ethereal Corpse || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Drone Wrecks || 5&lt;br /&gt;
| Advanced Beam Lasers|| - || Holo Charger&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Seeker Wrecks || 15&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;Extrasensory Vest&amp;lt;br /&amp;gt;Elerium Emitter || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Chryssalid Corpse || 30&lt;br /&gt;
| Advanced Body Armor|| - || Chitin Plating || Muscle Fiber Density&amp;lt;br /&amp;gt;Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Cyberdisc Wreck || 15&lt;br /&gt;
| Pulse Lasers || SHIV Advancements II || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Dodge Booster&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Mechtoid Core || 30&lt;br /&gt;
| - || Advanced Servomotors || Psi Retaliator&amp;lt;br /&amp;gt;Alloy SHIV || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Sectopod Wreck || 45&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 15&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Xenopsionics&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Elerium&#039;&#039;&amp;lt;/font&amp;gt; || Tactical Rigging&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Experimental Warfare&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 95&lt;br /&gt;
| - || Secondary Heart&amp;lt;br /&amp;gt;Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mods)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Shielding Pod&amp;lt;br /&amp;gt;(SHIV)&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 120&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Power Armor&#039;&#039;&amp;lt;/font&amp;gt; || Neural Damping&amp;lt;br /&amp;gt;Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 135&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Inner Fire&amp;lt;br /&amp;gt;Telekinetic Field&amp;lt;br /&amp;gt;Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Powers) &lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Light Plasma Weapons&#039;&#039;&amp;lt;/font&amp;gt; || Adrenaline Surge&amp;lt;br /&amp;gt;Iron Skin&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 130&lt;br /&gt;
| || -&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 170&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Psi Mastery&amp;lt;br /&amp;gt;(Psi Power) || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Tech===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Main Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 30&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;All Robotic Autopsies || -&lt;br /&gt;
| Arc Rifle&amp;lt;br /&amp;gt;Arc Pistol&amp;lt;br /&amp;gt;Satellite Nexus&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoid Corpses || 15&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;All Biologic Autopsies || Alien Containment || Targeting Module || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 35&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| Genetics Lab || - || Predictive Tracking&amp;lt;br /&amp;gt;Advanced Perception&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 5 Sectoid Corpses || 25&lt;br /&gt;
| Xenopsionics&amp;lt;br /&amp;gt;Alien Communications|| - || Stun Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || Alien Base Assault Complete&lt;br /&gt;
| - || 10 || - || - || - || 30&lt;br /&gt;
| Stealth Systems || Hyperwave Relay || Mimic Beacon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Sectoid Interrogation || -&lt;br /&gt;
| - || - || - || 5 || 8 UFO Power Sources || 25&lt;br /&gt;
| Alien Operations || Psionic Labs || - || Mindfray&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;Psi Panic&amp;lt;br /&amp;gt;Psi Inspire&amp;lt;br /&amp;gt;Mind Merge&amp;lt;br /&amp;gt;(Psi Powers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics || Outsider Shard&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 20 || - || 60&lt;br /&gt;
| Mind and Machine&amp;lt;br /&amp;gt;MEC Mark 2&lt;br /&gt;
| - || MEC-1 &amp;lt;br /&amp;gt;Minigun&amp;lt;br /&amp;gt;Incinerator Module&amp;lt;br /&amp;gt;Neural Gunlink&amp;lt;br /&amp;gt; || Advanced Surgery&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Projects)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&amp;lt;br /&amp;gt;Thin Man Interrogation || -&lt;br /&gt;
| - || - || 20 || - || - || 50&lt;br /&gt;
| Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Gauss Weapons || Beam Strengthening&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&amp;lt;br /&amp;gt;Sectoid Interrogation || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 10&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Mobile Power Armor || Jellied Elerium || Elerium Turbos&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium || -&lt;br /&gt;
| - || 20 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 100&lt;br /&gt;
| Alien Propulsion&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Pulse Lasers&lt;br /&gt;
| Elerium Batteries&amp;lt;br /&amp;gt;UFO Tracking || Elerium Generator&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare || -&lt;br /&gt;
| 10 || - || 50 || - || - || 65&lt;br /&gt;
| Alien Propulsion || Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts || -&lt;br /&gt;
| 10 || 20 || 20 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 60&lt;br /&gt;
| Antigrav Systems || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || Ethereal Device&lt;br /&gt;
| 10 || 15 || - || - || - || 30&lt;br /&gt;
| Mind and Machine || Gollop Chamber || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.&lt;br /&gt;
Also, once &#039;&#039;UFO Scanners&#039;&#039; Foundry project is completed, analyzed UFO&#039;s display damage during Air Combat.&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;3&amp;quot; | Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 20 || 2 || 400 || 30% Increased Fire Rate vs Scouts&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 20 || 2 || 300 || 30% Increased Fire Rate vs Fighters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Raiders&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Destroyers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Abductors&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Harvesters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Transports&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Terror Ships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Assault Carriers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Battleships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 12 || 700 || 30% Increased Fire Rate vs Overseers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Archives ==&lt;br /&gt;
&lt;br /&gt;
Here you can view a list of and summaries of all completed research projects.&lt;br /&gt;
&lt;br /&gt;
== Gene Labs ==&lt;br /&gt;
&lt;br /&gt;
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.&lt;br /&gt;
&lt;br /&gt;
More information on Gene Mods can be found here: &#039;&#039;&#039;[[Gene_Mods_(LWR)|Gene Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.&lt;br /&gt;
&lt;br /&gt;
Each research credit reduces the time to complete research and foundry projects in it&#039;s category by 50% (80% if the &amp;quot;Ready For War&amp;quot; start bonus is active).&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102745</id>
		<title>Alien Artifacts (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102745"/>
		<updated>2021-08-22T18:05:41Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Artifact Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Artifact&#039;&#039;&#039; is anything that your soldiers acquire from tactical missions.&lt;br /&gt;
&lt;br /&gt;
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.&lt;br /&gt;
&lt;br /&gt;
== Artifact Usage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Computers===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Computers (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; UFO Scanners (4), UFO Countermeasures (8), Improved Avionics (12), Stealth Satellites (4), Penetrator Weapons (8), UFO Tracking (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Battle Computer (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Blaster Launcher (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Power Sources===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenopsionics (8), Alien Power Systems (6), Alien Propulsion (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Elerium Afterburners (8), Phoenix Coilguns (12), Beam Strengthening (12), Supercapacitors (16)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Each and Every Plasma Weapon (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039;  MEC-1 (4), MEC-2 (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sectoid Corpses===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenobiology (5), Sectoid Autopsy (1), Xenoneurology (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Tactical Rigging (20), Psi Warfare Systems (12), Alien Nucleonics (48)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (1), Mimic Beacon (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meld===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Materials (4), Xenogenetics (10), Xenopsionics (5), Alien Biocybernetics (20), MEC Mark 2 (10), MEC Mark 3: Heavy (5), MEC Mark 3: Light (5), Mind and Machine (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (50), SHIV Advancement II (80), Tactical Rigging (30), Alien Grenades (30), Mechanized Defenses (10), Shaped Armor (40), Improved Medikit (50), Armored Fighters (25), Aircraft Boosters (10), Psi Warfare Systems (40), Beam Strengthening (15), Quench Guns (10), Jellied Elerium (20), Super Capacitators (30), Ammo Conservation (20), Advanced Repair (40), Improved Salvage (50), Alien Metallurgy (50), Alien Nucleonics (50)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (10), Neural Gunlink (45), Conduit (24), Psi Frayer (10), Psi Retaliator (15), Alloy Carbide Plating (20), Shielding Module (80), Incinerator Module (10), Thumper (2), Regenerative Plating (10), Walker Servos (10), Extrasensory Vest (30), Respirator Implant (20), Combat Stims (4), Elerium Emitter (40), Mimic Beacon (25), Plasma Stellerator (10), Battle Computer (30)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Plasma Pistol, SMG (15) Plasma Rifle, Carbine, Autopistol (30), Plasma Battle Rifle, Reflex Cannon, Novagun, Dragon, Strike Rifle, Sniper Rifle (45), Pulse Particle Cannon, Plasma Autocannon, Blaster Launcher (60), Flamethrower (5), Restorative Mist (10), Kinetic Strike Module (5), Grenade Launcher (10), MiNE (5), Electro Pulse (15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039;  Titan Armor (8), Shadow Armor (40), MEC-1 (10), MEC-2 (60), MEC-3 (90)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102742</id>
		<title>Alien Artifacts (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102742"/>
		<updated>2021-08-22T17:21:36Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Artifact Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Artifact&#039;&#039;&#039; is anything that your soldiers acquire from tactical missions.&lt;br /&gt;
&lt;br /&gt;
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.&lt;br /&gt;
&lt;br /&gt;
== Artifact Usage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Computers===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Computers (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; UFO Scanners (4), UFO Countermeasures (8), Improved Avionics (12), Stealth Satellites (4), Penetrator Weapons (8), UFO Tracking (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Battle Computer (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Blaster Launcher (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Power Sources===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Power Systems (6), Alien Propulsion (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Elerium Afterburners (8), Phoenix Coilguns (12), Beam Strengthening (12), Supercapacitors (16)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Each and Every Plasma Weapon (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039;  MEC-1 (4), MEC-2 (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sectoid Corpses===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenobiology (5), Sectoid Autopsy (1), Xenoneurology (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Tactical Rigging (20), Psi Warfare Systems (12), Alien Nucleonics (48)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (1), Mimic Beacon (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meld===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Materials (4), Xenogenetics (10), Xenopsionics (5), Alien Biocybernetics (20), MEC Mark 2 (10), MEC Mark 3: Heavy (5), MEC Mark 3: Light (5), Mind and Machine (2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (50), SHIV Advancement II (80), Tactical Rigging (30), Alien Grenades (30), Mechanized Defenses (10), Shaped Armor (40), Improved Medikit (50), Armored Fighters (25), Aircraft Boosters (10), Psi Warfare Systems (40), Beam Strengthening (15), Quench Guns (10), Jellied Elerium (20), Super Capacitators (30), Ammo Conservation (20), Advanced Repair (40), Improved Salvage (50), Alien Metallurgy (50), Alien Nucleonics (50)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (10), Neural Gunlink (45), Conduit (24), Psi Frayer (10), Psi Retaliator (15), Alloy Carbide Plating (20), Shielding Module (80), Incinerator Module (10), Thumper (2), Regenerative Plating (10), Walker Servos (10), Extrasensory Vest (30), Respirator Implant (20), Combat Stims (4), Elerium Emitter (40), Mimic Beacon (25), Plasma Stellerator (10), Battle Computer (30)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Plasma Pistol, SMG (15) Plasma Rifle, Carbine, Autopistol (30), Plasma Battle Rifle, Reflex Cannon, Novagun, Dragon, Strike Rifle, Sniper Rifle (45), Pulse Particle Cannon, Plasma Autocannon, Blaster Launcher (60), Flamethrower (5), Restorative Mist (10), Kinetic Strike Module (5), Grenade Launcher (10), MiNE (5), Electro Pulse (15)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039;  Titan Armor (8), Shadow Armor (40), MEC-1 (10), MEC-2 (60), MEC-3 (90)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=102741</id>
		<title>Research (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=102741"/>
		<updated>2021-08-22T16:42:48Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Defensive Tech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
The speed to research each technology is defined by:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.3 * Number of Labs + 0.1 * Number of Lab Adjacencies)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifier is 0 for Normal up to 3 for Impossible.&lt;br /&gt;
&lt;br /&gt;
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).&lt;br /&gt;
&lt;br /&gt;
Tech Times can be found under Research Projects below.&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
&lt;br /&gt;
[[File:LW_Rebalance_-Tech_Tree_v1.34.08.gif|1600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Offensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || 20&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers || High-Capacity Pistols&amp;lt;br /&amp;gt;SHIV Advancements I&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman Scope || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry &lt;br /&gt;
| 4 || 10 || 40 || - || 35&lt;br /&gt;
| Advanced Beam Lasers || XCOM Security: Guns&amp;lt;br /&amp;gt;Enhanced Lasers&lt;br /&gt;
| Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Laser Battle Rifle&amp;lt;br /&amp;gt;Laser SMG&amp;lt;br /&amp;gt;Laser Scattershot&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Laser Autocannon (SHIV)|| -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&amp;lt;br /&amp;gt;Drone Autopsy &lt;br /&gt;
| 10 || 50 || 60 || - || 70&lt;br /&gt;
| Pulse Lasers || -&lt;br /&gt;
| Laser Autorifle&amp;lt;br /&amp;gt;Scatter Gatler&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;Laser Lance (MEC) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare &lt;br /&gt;
| 25 || 5 || 100 || - || 80&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Battle Rifle&amp;lt;br /&amp;gt;Gauss Alloy Cannon&amp;lt;br /&amp;gt;Gauss SMG&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;Grenade Launcher (MEC)&amp;lt;br /&amp;gt;Gauss Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons || Gauss Weapons &amp;lt;br /&amp;gt; Floater Interrogation&lt;br /&gt;
| 30 || 10 || 60 || - || 90&lt;br /&gt;
| EMP Weapons || Quenchguns || Gauss Autorifle&amp;lt;br /&amp;gt;Guass Machine Gun&amp;lt;br /&amp;gt;Gauss Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;Gauss Railgun (MEC)&amp;lt;br /&amp;gt;Miniature Nuclear Explosive (MiNE)&amp;lt;br /&amp;gt;Launcher (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&lt;br /&gt;
| 30 || 30 || 350 || - || 350&lt;br /&gt;
| Light Plasma Weapons || - || Electro Pulse (MEC) || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Cyberdisk Autopsy&lt;br /&gt;
| 5 || 25 || 50 || - || 80&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Battle Rifle&amp;lt;br /&amp;gt;Pulse Scattershot&amp;lt;br /&amp;gt;Pulse Pistol&amp;lt;br /&amp;gt;Pulse SMG&amp;lt;br /&amp;gt;Pulse Autocannon (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 10 || 80 || 30 || - || 90&lt;br /&gt;
| Light Plasma Weapons || Supercapacitors || Pulse Autoblaster&amp;lt;br /&amp;gt;Pulse Gatler&amp;lt;br /&amp;gt;Pulse Strike Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;Pulse Lance (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 8 || 16 || 80 || - || 210 &lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Light Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Muton Elite Interrogation&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| 30 || 220 || 450 || - || 500 &lt;br /&gt;
| Compact Plasma Weapons&amp;lt;br /&amp;gt;Standard Plasma Weapons || Condensed Plasma || Plasma SMG&amp;lt;br /&amp;gt;Plasma Carbine || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Standard Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 20 || 30 || 80 || - || 270&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Battle Rifle&amp;lt;br /&amp;gt;Plasma Reflex Cannon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| Fusion Weapons || - || Plasma Novagun&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Plasma Particle Cannon&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Strike Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Autocannon&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Standard Plasma Weapons&lt;br /&gt;
| 40 || 240 || 550 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 550&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Defensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 4 || 20&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;All UFO Analyses&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Gauss Weapons&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;Ammo - Shredder&amp;lt;br /&amp;gt;Ammo - Breaching&amp;lt;br /&amp;gt;Ammo Module&amp;lt;br /&amp;gt;Alloy Bipod&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 40&lt;br /&gt;
| Advanced Body Armor || XCOM Security: Armor || Phalanx Armor&amp;lt;br /&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Plating&amp;lt;br /&amp;gt;Ammo - Piercing || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| 6 || - || - || - || 50&lt;br /&gt;
| Mobile Power Armor || Mechanized Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 10 || - || - || 80&lt;br /&gt;
| MEC Mark 2&amp;lt;br /&amp;gt;Advanced Power Armor || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Berserker Interrogation&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 80 || - || - || 180&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy&amp;lt;br /&amp;gt;Antigrav Systems&amp;lt;br /&amp;gt;Stealth Systems || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;Walker Servos&amp;lt;br /&amp;gt;Core Armoring || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 2&#039;&#039;&#039; || Armor || Alien Biocybernetics&amp;lt;br /&amp;gt;Mobile Power Armor&lt;br /&gt;
| 10 || 40 || 70 || 10 || 75&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy || - || LMEC2 (Valiant)&amp;lt;br /&amp;gt;HMEC2 (Defender)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Heavy&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 120 || 10 || 180 || 5 || 90&lt;br /&gt;
| - || - || HMEC3 (Dauntless)&amp;lt;br /&amp;gt;UHMEC3 (Devastator)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Light&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 80 || 180 || 5 || 90&lt;br /&gt;
| - || - || LMEC3 (Vindicator)&amp;lt;br /&amp;gt;ULMEC3 (Vanguard)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Heavy Floater Autopsy&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 20 || - || - || 100&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;The Thumper (MEC) || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| - || 20 || - || - || 100&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 10 || 15 || - || 2 || 30&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien Corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Corpse || 5&lt;br /&gt;
| Sectoid Interrogation || - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Thin Man Corpse || 20&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || Restorative Mist&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Floater Corpse || 15&lt;br /&gt;
| Floater Interrogation || Shaped Armor || Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC) || Aim Booster (Aerospace)&amp;lt;br /&amp;gt;Ammo - Flak&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Corpse || 25&lt;br /&gt;
| Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Berserker Corpse || 30&lt;br /&gt;
| Berserker Interrogation || || Combat Stims || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Commander Corpse || 45&lt;br /&gt;
| Sectoid Commander Interrogation || - || Psi Frayer || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Elite Corpse || 40&lt;br /&gt;
| Muton Elite Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Heavy Floater Corpse || 40&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Ethereal Corpse || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Drone Wrecks || 5&lt;br /&gt;
| Advanced Beam Lasers|| - || Holo Charger&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Seeker Wrecks || 15&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;Extrasensory Vest&amp;lt;br /&amp;gt;Elerium Emitter || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Chryssalid Corpse || 30&lt;br /&gt;
| Advanced Body Armor|| - || Chitin Plating || Muscle Fiber Density&amp;lt;br /&amp;gt;Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Cyberdisc Wreck || 15&lt;br /&gt;
| Pulse Lasers || SHIV Advancements II || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Dodge Booster&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Mechtoid Core || 30&lt;br /&gt;
| - || Advanced Servomotors || Psi Retaliator&amp;lt;br /&amp;gt;Alloy SHIV || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Sectopod Wreck || 45&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 15&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Xenopsionics&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Elerium&#039;&#039;&amp;lt;/font&amp;gt; || Tactical Rigging&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Experimental Warfare&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 95&lt;br /&gt;
| - || Secondary Heart&amp;lt;br /&amp;gt;Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mods)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Shielding Pod&amp;lt;br /&amp;gt;(SHIV)&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 120&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Power Armor&#039;&#039;&amp;lt;/font&amp;gt; || Neural Damping&amp;lt;br /&amp;gt;Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 135&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Inner Fire&amp;lt;br /&amp;gt;Telekinetic Field&amp;lt;br /&amp;gt;Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Powers) &lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Light Plasma Weapons&#039;&#039;&amp;lt;/font&amp;gt; || Adrenaline Surge&amp;lt;br /&amp;gt;Iron Skin&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 130&lt;br /&gt;
| || -&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 170&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Psi Mastery&amp;lt;br /&amp;gt;(Psi Power) || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Tech===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Main Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 30&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;All Robotic Autopsies || -&lt;br /&gt;
| Arc Rifle&amp;lt;br /&amp;gt;Arc Pistol&amp;lt;br /&amp;gt;Satellite Nexus&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoid Corpses || 15&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;All Biologic Autopsies || Alien Containment || Targeting Module || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 35&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| Genetics Lab || - || Predictive Tracking&amp;lt;br /&amp;gt;Advanced Perception&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 5 Sectoid Corpses || 25&lt;br /&gt;
| Xenopsionics&amp;lt;br /&amp;gt;Alien Communications|| - || Stun Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || Alien Base Assault Complete&lt;br /&gt;
| - || 10 || - || - || - || 30&lt;br /&gt;
| Stealth Systems || Hyperwave Relay || Mimic Beacon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Sectoid Interrogation || -&lt;br /&gt;
| - || - || - || 5 || - || 25&lt;br /&gt;
| Alien Operations || Psionic Labs || - || Mindfray&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;Psi Panic&amp;lt;br /&amp;gt;Psi Inspire&amp;lt;br /&amp;gt;Mind Merge&amp;lt;br /&amp;gt;(Psi Powers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics || Outsider Shard&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 20 || - || 60&lt;br /&gt;
| Mind and Machine&amp;lt;br /&amp;gt;MEC Mark 2&lt;br /&gt;
| - || MEC-1 &amp;lt;br /&amp;gt;Minigun&amp;lt;br /&amp;gt;Incinerator Module&amp;lt;br /&amp;gt;Neural Gunlink&amp;lt;br /&amp;gt; || Advanced Surgery&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Projects)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&amp;lt;br /&amp;gt;Thin Man Interrogation || -&lt;br /&gt;
| - || - || 20 || - || - || 50&lt;br /&gt;
| Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Gauss Weapons || Beam Strengthening&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&amp;lt;br /&amp;gt;Sectoid Interrogation || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 10&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Mobile Power Armor || Jellied Elerium || Elerium Turbos&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium || -&lt;br /&gt;
| - || 20 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 100&lt;br /&gt;
| Alien Propulsion&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Pulse Lasers&lt;br /&gt;
| Elerium Batteries&amp;lt;br /&amp;gt;UFO Tracking || Elerium Generator&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare || -&lt;br /&gt;
| 10 || - || 50 || - || - || 65&lt;br /&gt;
| Alien Propulsion || Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts || -&lt;br /&gt;
| 10 || 20 || 20 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 60&lt;br /&gt;
| Antigrav Systems || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || Ethereal Device&lt;br /&gt;
| 10 || 15 || - || - || - || 30&lt;br /&gt;
| Mind and Machine || Gollop Chamber || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.&lt;br /&gt;
Also, once &#039;&#039;UFO Scanners&#039;&#039; Foundry project is completed, analyzed UFO&#039;s display damage during Air Combat.&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;3&amp;quot; | Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 20 || 2 || 400 || 30% Increased Fire Rate vs Scouts&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 20 || 2 || 300 || 30% Increased Fire Rate vs Fighters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Raiders&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Destroyers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Abductors&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Harvesters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Transports&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Terror Ships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Assault Carriers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Battleships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 12 || 700 || 30% Increased Fire Rate vs Overseers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Archives ==&lt;br /&gt;
&lt;br /&gt;
Here you can view a list of and summaries of all completed research projects.&lt;br /&gt;
&lt;br /&gt;
== Gene Labs ==&lt;br /&gt;
&lt;br /&gt;
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.&lt;br /&gt;
&lt;br /&gt;
More information on Gene Mods can be found here: &#039;&#039;&#039;[[Gene_Mods_(LWR)|Gene Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.&lt;br /&gt;
&lt;br /&gt;
Each research credit reduces the time to complete research and foundry projects in it&#039;s category by 50% (80% if the &amp;quot;Ready For War&amp;quot; start bonus is active).&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102740</id>
		<title>Alien Artifacts (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102740"/>
		<updated>2021-08-22T16:34:33Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* In General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Artifact&#039;&#039;&#039; is anything that your soldiers acquire from tactical missions.&lt;br /&gt;
&lt;br /&gt;
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.&lt;br /&gt;
&lt;br /&gt;
== Artifact Usage ==&lt;br /&gt;
&lt;br /&gt;
===Sectoid Corpses===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenobiology (5), Sectoid Autopsy (1), Xenoneurology (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Tactical Rigging (20), Psi Warfare Systems (12), Alien Nucleonics (48)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (1), Mimic Beacon (1), Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Computers===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Computers (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039;: UFO Scanners (4), UFO Countermeasures (8), Improved Avionics (12), Stealth Satellites (4), Penetrator Weapons (8), UFO Tracking (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Battle Computer (1), Blaster Launcher (2), Firestorm (8)&lt;br /&gt;
&lt;br /&gt;
===UFO Power Sources===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Power Systems (6), Alien Propulsion (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039;: Elerium Afterburners (8), Phoenix Coilguns (12), Beam Strengthening (12), Supercapacitors (16)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Each and Every Plasma Weapon (4), MEC-1 (4), MEC-2 (4), Firestorm (4)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=102739</id>
		<title>Air Combat (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=102739"/>
		<updated>2021-08-22T16:33:07Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Aircraft Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
UFOs are tougher, faster, and much stronger in Long War Rebalance than in either Long War 1.0 or Vanilla EU/EW. Along with that, your crafts and armaments are significantly less potent, at least at first. However, in Long War Rebalance you can send up full squadrons of up to 5 aircraft at once, which helps you handle such strong UFOs.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
==Damaging and Destroying UFOs==&lt;br /&gt;
&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts may be a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. A non-landing UFO at 50% health will fail the mission it was sent on. It is important to consider dealing some damage (even 1) to all non-landing UFOs, as this will prevent them from increasing [[Country_Panic_(LWR)|panic]] in the country below (except for the [[Alien_Missions_(LWR)#Bomb|bomb]] mission, which causes some panic anyway, unless foiled by damaging the craft for at least 50%).&lt;br /&gt;
&lt;br /&gt;
UFOs that take a lot of damage beyond their HP total will be destroyed in the air, so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. Fighters and Destroyers will always be destroyed if their HP is reduced to 0 or less (as they never crash land). Harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys: specifically, it is the amount of damage beyond the UFO&#039;s HP total that determines the UFO&#039;s survival chance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance of Destruction =  HP overkill divided by 5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Average Chance of Destruction = 1 - 0.5 ^ (WeaponDamage/500)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UFO Shielding===&lt;br /&gt;
&lt;br /&gt;
In the first 4 months of the game, UFOs have special shielding that prevents them from being destroyed when they reach 0 HP (they are shot down instead). In other words, in the first 4 months, a UFO which received enough damage to be destroyed in the air will instead be shot down.&lt;br /&gt;
&lt;br /&gt;
Fighters and Destroyers never receive this shielding. By July, all UFOs have stopped receiving Shielding.&lt;br /&gt;
&lt;br /&gt;
==UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude may land (and only such UFOs), are performing bombing runs (then their icon would flash in the mission view), or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. UFOs at low altitude are likely to be scouting satellites, so they must be dealt with. Unless playing in Ironman, you may want to see if a UFO would land in a place visible to XCOM before deciding to shoot it down (and reload if it does not land). While a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid, shoot down, or destroy a UFO type, you can research that craft for a damage and resource bonus against it in the future.&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat formation position for your interceptors as they launch on a mission:&lt;br /&gt;
* &#039;&#039;&#039;LEAD&#039;&#039;&#039;: +10 hit chance (1.5x hit chance for UFO)&lt;br /&gt;
* &#039;&#039;&#039;MID&#039;&#039;&#039;: no change&lt;br /&gt;
* &#039;&#039;&#039;REAR&#039;&#039;&#039;: -10 hit chance (0.67x hit chance for UFO)&lt;br /&gt;
&lt;br /&gt;
You may not use the aim booster when the active aircraft is in the rear of a formation. You may not use the dodge booster when the active aircraft is in the lead of a formation.&lt;br /&gt;
&lt;br /&gt;
Mathematically and not accounting for interception time, this means that lead is the most efficient formation position when your Interceptor aim is low, while rear is most efficient when your Interceptor aim is high. However, lead formation positions can lead to too much damage and rear formation positions can lead to too little.&lt;br /&gt;
&lt;br /&gt;
== Aircraft Hit Chance ==&lt;br /&gt;
&lt;br /&gt;
The Hit Chance of a XCOM&#039;s aircraft is determined mostly by the aim of the weapon they are using. It can then be modified by their position in the formation, their experience, and the size of their opponent.&lt;br /&gt;
&lt;br /&gt;
*As discussed in the section above, aircraft in the lead of the formation will gain +10 hit chance and aircraft in the rear of the formation will lose 10 hit chance.&lt;br /&gt;
*Experienced aircraft pilots will gain +1 hit chance for each UFO they have killed. There is no limit to this increase. This makes them especially effective using aircraft weapons with low aim.&lt;br /&gt;
*Larger UFOs are (reasonably) easier to hit. As such, XCOM aircraft will find their hit chance to be 150% and 200% of the original amount, respectively, for medium and large UFOs.&lt;br /&gt;
&lt;br /&gt;
== Interception Time ==&lt;br /&gt;
&lt;br /&gt;
The interception time of a squadron and a UFO is based on their speeds.  &lt;br /&gt;
&lt;br /&gt;
The specific formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:550px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (Slowest Aircraft Speed / UFO Speed)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Interception time can be modified by:&lt;br /&gt;
*UFO Scanners: +10% interception time&lt;br /&gt;
*Damaged Aircraft: -20% aircraft speed&lt;br /&gt;
*Elerium Afterburners: +5 squardron speed&lt;br /&gt;
*Tracking Booster: +50% squadron speed&lt;br /&gt;
&lt;br /&gt;
An example of a squadron of Interceptors with UFO scanners vs a Scout.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (25 / 45) * 1.1&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 18.3s&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Active Aircraft ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:530px;height:295px;float:right;&amp;quot;&amp;gt;[[Image:LWRActiveAircraft.png|right|500px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The active aircraft is chosen randomly from all aircrafts in the lead of the formation. If there are no aircrafts in lead, an aircraft will be randomly select from the mid of the formation. Likewise, if there are no aircrafts in mid, an aircraft will be randomly selected from the rear of the formation.&lt;br /&gt;
&lt;br /&gt;
The active aircraft will take 50% of all shots from the UFO, which makes it the most likely to take damage when there are more than 2 aircraft in a sortie. Support aircraft (non-active aircraft in the squadron) will evenly share the remaining 50% of shots from the UFO.&lt;br /&gt;
&lt;br /&gt;
The active aircraft also dictates which aircraft boosters can be used (an active aircraft in lead restricts the use of dodge boosters and an active aircraft in rear restricts the use of aim boosters).&lt;br /&gt;
&lt;br /&gt;
The active aircraft is also the only aircraft which you can tell to disengage. Supporting aircraft will automatically disengage if their HP has dropped below 25%. The active aircraft will continue to engage until you issue a disengage order. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Note that the disengage order can take a second or two to occur.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means UFOs can still destroy aircraft AFTER they have been given an order to disengage.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damaged Aircraft==&lt;br /&gt;
&lt;br /&gt;
Damaged aircraft can engage UFOs but will have -20 aim and only 80% of their base speed. The entire sortie will always fly at the speed of the slowest aircraft, so sending in a single damaged aircraft may end up reducing the overall damage of your sortie.&lt;br /&gt;
&lt;br /&gt;
You can speed the repair of aircraft by hiring additional repair crews in the hangar at the cost of 150 credits per crew. This cuts remaining repair time in half, though it cannot go below 1 day.&lt;br /&gt;
&lt;br /&gt;
== Refueling ==&lt;br /&gt;
&lt;br /&gt;
After engaging a UFO, all aircraft will need to refuel. The refuel time is 12 hours which mostly prevents an aircraft from engaging the same UFO more than once.&lt;br /&gt;
&lt;br /&gt;
== Combat Patrols ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
Undamaged interceptors can be sent on &#039;&#039;&#039;Combat Patrols&#039;&#039;&#039;. This will cost 100 credits plus an additional 100 credits for each previous use (due to increased alien resiliency). However, the cost will decrease by 50 credits each month down to a minimum of 100 credits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Patrols&#039;&#039;&#039; lower continent panic, alien research, and alien resources. It will also raise Alien Aggression by 12.5%. The aircraft sent on combat patrol will return immediately and will have received 10-90% of it&#039;s max HP in damage.&lt;br /&gt;
&lt;br /&gt;
The amount of effect of the Combat Patrol on continent panic reduction, alien research reduction, and alien resource reduction is based on the following:&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:800px;height:335px;float:right;margin-top:10px;&amp;quot;&amp;gt;[[Image:Combatpatrol.png|right|800px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Base Amount&#039;&#039;&#039;:&lt;br /&gt;
     Base Amount: 3-5&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Aircraft&#039;&#039;&#039;:&lt;br /&gt;
     Interceptor: +0&lt;br /&gt;
     Firestorm: +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
     Avalanche Missiles: +0&lt;br /&gt;
     Stingray Missiles: +0&lt;br /&gt;
     Phoenix Coilgun: +0.5&lt;br /&gt;
     Laser Cannon: +0.5&lt;br /&gt;
     EMP Cannon: +1&lt;br /&gt;
     Plasma Cannon: +1.5&lt;br /&gt;
     Fusion Lance: +1.5&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Pilot Rank&#039;&#039;&#039;:&lt;br /&gt;
     Rookie: +0&lt;br /&gt;
     Lieutenant: +0.5&lt;br /&gt;
     Captain: +0.5&lt;br /&gt;
     Major: +1&lt;br /&gt;
     Colonel: +1&lt;br /&gt;
     Commander: +1.5&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Country Air Forces ==&lt;br /&gt;
&lt;br /&gt;
If you engage a UFO over a country that has some Country Defense (gained by completing council requests for that country) then there is a chance they may aid you in the air battle by sending up one of their own aircraft.&lt;br /&gt;
&lt;br /&gt;
The chance is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance for Country Air Force Aid&#039;&#039;&#039; = Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strength of the aircraft the country sends up is based upon their Country Defense:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=400px&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Country Defense&#039;&#039;&#039; || &#039;&#039;&#039;Aircraft Upgrade&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 30 || Phoenix Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 60 || EMP Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 90 || Firestorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:530px;height:414px;float:right;&amp;quot;&amp;gt;[[File:LWRAirGame.png|right]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage each aircraft deals when it lands a hit is based upon its weapon and the damage resistance of it&#039;s target.&lt;br /&gt;
&lt;br /&gt;
To aid the player, the average &#039;&#039;&#039;damage per second&#039;&#039;&#039; of your current aircraft (in its selected formation position) against the current UFO will be displayed on any aircraft you select to join a squadron. As well, the &#039;&#039;&#039;aim of your aircraft&#039;&#039;&#039; and the &#039;&#039;&#039;HP of the UFO&#039;&#039;&#039; will be displayed. This allows for quick calculations of the amount of damage you will be dealing during the engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Game Damage Calculation Formula:&#039;&#039;&#039;&lt;br /&gt;
*Base Damage = Weapon Damage * (1 - Clamp((DR - Penetration), 0, 0.95)/100)&lt;br /&gt;
*Critical Hit Chance [x1.5 damage] = Penetration/10 - DR/10&lt;br /&gt;
*All damage is randomized between 80-120%&lt;br /&gt;
&lt;br /&gt;
Example of Phoenix Cannon (360 damage, 3s cooldown, 50% penetration, 5% crit, 30 aim) vs Fighter (HP:400, DR:75%):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage = 360 * (1 - Clamp((75 - 50)/100, 0, 0.95))&lt;br /&gt;
 Base Damage = 360 * 0.75&lt;br /&gt;
 Base Damage = 270&lt;br /&gt;
 Critical hit Chance = 50/10 - 75/10 = -2.5 = 0%&lt;br /&gt;
 Base Damage is then randomized between 80% and 120%&lt;br /&gt;
 Rate of Fire = 3s&lt;br /&gt;
 &#039;&#039;&#039;Damage per Second&#039;&#039;&#039; = 270/3 = 90 dps&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UFOs and UFO Weapons==&lt;br /&gt;
&lt;br /&gt;
For information on UFOs click here: &#039;&#039;&#039;[[UFOs (LWR)#Scout|UFOs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For information on UFO Weapons click here: &#039;&#039;&#039;[[UFOs (LWR)#UFO Weapons|UFO Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot;|Health!!rowspan=&amp;quot;2&amp;quot;|Damage Resistance!!rowspan=&amp;quot;2&amp;quot;|Speed!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!Maintenance&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}||{{Maintenance cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Skyranger.png|128px|link=Air Combat (LWR)#Aircraft|Skyranger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Skyranger]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Can&#039;t be damaged or destroyed||colspan=&amp;quot;8&amp;quot;|XCOM starts with one, unable to produce more||title=&amp;quot;Cost in Credits&amp;quot;|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Satellite.png|128px|link=Air Combat (LWR)#Aircraft|Satellite]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Satellite]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Increases funding and provides unique bonuses|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Interceptor.png|128px|link=Air Combat (LWR)#Aircraft|Interceptor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Interceptor]]&#039;&#039;&#039;||2000||0%||25|| || ||title=&amp;quot;Cost in Credits&amp;quot;|500|| || || || ||title=&amp;quot;Duration in days&amp;quot;|20&amp;amp;nbsp;days||title=&amp;quot;Cost in Credits&amp;quot;|100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Firestorm.png|128px|link=Air Combat (LWR)#Aircraft|Firestorm]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Firestorm]]&#039;&#039;&#039;||6000||100%||35||[[Research (LWR)#Materials and Aerospace|Alien Propulsion]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|XX&amp;lt;br /&amp;gt;(XX)||8 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computers]]&amp;lt;br /&amp;gt;4 [[Alien Artifacts (LWR)#Alien devices|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|80&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(40.0&amp;amp;nbsp;days)||title=&amp;quot;Cost in Credits&amp;quot;|XX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot;|Hit chance!!rowspan=&amp;quot;2&amp;quot;|Damage!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Firing&amp;lt;br /&amp;gt;cooldown!!rowspan=&amp;quot;2&amp;quot;|UFO Destruction Chance&amp;lt;Br&amp;gt;1-0.5^(dmg/500)!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Avalanche Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||160&amp;lt;br /&amp;gt;(80 per second)&amp;lt;br /&amp;gt;(32 dmg/s realised)||0%||2.0s||19%||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Stingray Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|25% / 35% / 45%||800&amp;lt;br /&amp;gt;(73 per second)&amp;lt;br /&amp;gt;(25 dmg/s realised)||50%||11.0s||67%||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Phoenix Coilgun Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|25% / 35% / 45%||360&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(42 dmg/s realised)||50%||3.0s||39%||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Coilgun]]&#039;&#039;&#039;|| || ||&#039;&#039;75%&#039;&#039;|| || ||[[Foundry (LWR)#Aerospace Improvements|Phoenix Coilguns (Foundry)]]|| || title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(42) || title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|56&amp;lt;br /&amp;gt;(120) || || title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5) || 12 UFO Power Sources&amp;lt;br&amp;gt;460 Weapon Fragments || 7 days&amp;lt;br&amp;gt;(3.5 days) ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|35% / 45% / 55%||400&amp;lt;br /&amp;gt;(160 per second)&amp;lt;br /&amp;gt;(72 dmg/s realised)||0%||2.5s||43%||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|310&amp;lt;br /&amp;gt;(465)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||64&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Pulse Cannon]]&#039;&#039;&#039;|| ||&#039;&#039;600&amp;lt;br /&amp;gt;(240 per second)&amp;lt;br /&amp;gt;(108 dmg/s realised)&#039;&#039;|| || ||&#039;&#039;56%&#039;&#039;||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors (Foundry)]]|| || title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300) || title=&amp;quot;Cost in Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450) || title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60) || title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35) || 16 UFO Power Sources&amp;lt;br&amp;gt;280 Weapon Fragments || 21 days&amp;lt;br&amp;gt;(10.5 days) ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:EMP Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||350&amp;lt;br /&amp;gt;(100 per second)&amp;lt;br /&amp;gt;(40dmg/s realised)||150%||3.5s||38%||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&amp;lt;br /&amp;gt;(330)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||  ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14&amp;amp;nbsp;days)||230&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|10% / 20% / 30%||1500&amp;lt;br /&amp;gt;(750 per second)&amp;lt;br /&amp;gt;(150 dmg/s realised)||100%||2.0s||87%||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1200&amp;lt;br /&amp;gt;(1800)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||   ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(16.6&amp;amp;nbsp;days)||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Lance Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|5% / 15% / 25%||5000&amp;lt;br /&amp;gt;(1667 per second)&amp;lt;br /&amp;gt;(250 dmg/s realised)||150%||3.0s||99%||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||120||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1800&amp;lt;br /&amp;gt;(2700)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||1 [[Alien Artifacts (LWR)#Alien devices|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|49&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(24.5&amp;amp;nbsp;days)||320&lt;br /&gt;
|}&lt;br /&gt;
 Note: EMP Cannons increase the chance to retrieve artifacts from shot down UFOs by 40% if they are responsible for the fatal hit (see [[UFOs_(LWR)#UFO_Equipment|UFO Equipment]])&lt;br /&gt;
&lt;br /&gt;
==Boosters==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Tracking Long War.png|128px|link=Air Combat (LWR)#Modules|Aim Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Aim Booster]]&#039;&#039;&#039;||Automatically hits the next two attacks||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||12||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||12 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Defense Matrix Long War.png|128px|link=Air Combat (LWR)#Modules|Dodge Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Dodge Booster]]&#039;&#039;&#039;||Dodges the next two incoming attacks||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||4 [[Alien Artifacts (LWR)#Aliens|Cyberdisc Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Uplink Targeting Long War.png|128px|link=Air Combat (LWR)#Tracking Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Tracking Booster]]&#039;&#039;&#039;||Increases the squadron speed by 50%||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||8 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Foundry (LWR)#Aerospace Improvements|Aerospace Improvements]]&lt;br /&gt;
* [[Hangar (LWR)|Hangar]]&lt;br /&gt;
* [[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102738</id>
		<title>Alien Artifacts (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=102738"/>
		<updated>2021-08-22T16:13:58Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* In General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Artifact&#039;&#039;&#039; is anything that your soldiers acquire from tactical missions.&lt;br /&gt;
&lt;br /&gt;
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.&lt;br /&gt;
&lt;br /&gt;
===Sectoid Corpses===&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenobiology (5), Sectoid Autopsy (1), Xenoneurology (5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Tactical Rigging (20), Psi Warfare Systems (12), Alien Nucleonics (48)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (1), Mimic Beacon (1), Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=102737</id>
		<title>Research (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=102737"/>
		<updated>2021-08-22T15:56:41Z</updated>

		<summary type="html">&lt;p&gt;Caseywills: /* Main Tech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
The speed to research each technology is defined by:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.3 * Number of Labs + 0.1 * Number of Lab Adjacencies)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifier is 0 for Normal up to 3 for Impossible.&lt;br /&gt;
&lt;br /&gt;
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).&lt;br /&gt;
&lt;br /&gt;
Tech Times can be found under Research Projects below.&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
&lt;br /&gt;
[[File:LW_Rebalance_-Tech_Tree_v1.34.08.gif|1600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Offensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || 20&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers || High-Capacity Pistols&amp;lt;br /&amp;gt;SHIV Advancements I&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman Scope || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry &lt;br /&gt;
| 4 || 10 || 40 || - || 35&lt;br /&gt;
| Advanced Beam Lasers || XCOM Security: Guns&amp;lt;br /&amp;gt;Enhanced Lasers&lt;br /&gt;
| Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Laser Battle Rifle&amp;lt;br /&amp;gt;Laser SMG&amp;lt;br /&amp;gt;Laser Scattershot&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Laser Autocannon (SHIV)|| -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&amp;lt;br /&amp;gt;Drone Autopsy &lt;br /&gt;
| 10 || 50 || 60 || - || 70&lt;br /&gt;
| Pulse Lasers || -&lt;br /&gt;
| Laser Autorifle&amp;lt;br /&amp;gt;Scatter Gatler&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;Laser Lance (MEC) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare &lt;br /&gt;
| 25 || 5 || 100 || - || 80&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Battle Rifle&amp;lt;br /&amp;gt;Gauss Alloy Cannon&amp;lt;br /&amp;gt;Gauss SMG&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;Grenade Launcher (MEC)&amp;lt;br /&amp;gt;Gauss Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons || Gauss Weapons &amp;lt;br /&amp;gt; Floater Interrogation&lt;br /&gt;
| 30 || 10 || 60 || - || 90&lt;br /&gt;
| EMP Weapons || Quenchguns || Gauss Autorifle&amp;lt;br /&amp;gt;Guass Machine Gun&amp;lt;br /&amp;gt;Gauss Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;Gauss Railgun (MEC)&amp;lt;br /&amp;gt;Miniature Nuclear Explosive (MiNE)&amp;lt;br /&amp;gt;Launcher (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&lt;br /&gt;
| 30 || 30 || 350 || - || 350&lt;br /&gt;
| Light Plasma Weapons || - || Electro Pulse (MEC) || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Cyberdisk Autopsy&lt;br /&gt;
| 5 || 25 || 50 || - || 80&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Battle Rifle&amp;lt;br /&amp;gt;Pulse Scattershot&amp;lt;br /&amp;gt;Pulse Pistol&amp;lt;br /&amp;gt;Pulse SMG&amp;lt;br /&amp;gt;Pulse Autocannon (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 10 || 80 || 30 || - || 90&lt;br /&gt;
| Light Plasma Weapons || Supercapacitors || Pulse Autoblaster&amp;lt;br /&amp;gt;Pulse Gatler&amp;lt;br /&amp;gt;Pulse Strike Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;Pulse Lance (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 8 || 16 || 80 || - || 210 &lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Light Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Muton Elite Interrogation&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| 30 || 220 || 450 || - || 500 &lt;br /&gt;
| Compact Plasma Weapons&amp;lt;br /&amp;gt;Standard Plasma Weapons || Condensed Plasma || Plasma SMG&amp;lt;br /&amp;gt;Plasma Carbine || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Standard Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 20 || 30 || 80 || - || 270&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Battle Rifle&amp;lt;br /&amp;gt;Plasma Reflex Cannon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| Fusion Weapons || - || Plasma Novagun&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Plasma Particle Cannon&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Strike Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Autocannon&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Standard Plasma Weapons&lt;br /&gt;
| 40 || 240 || 550 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 550&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Defensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || 20&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;All UFO Analyses&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Gauss Weapons&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;Ammo - Shredder&amp;lt;br /&amp;gt;Ammo - Breaching&amp;lt;br /&amp;gt;Ammo Module&amp;lt;br /&amp;gt;Alloy Bipod&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 40&lt;br /&gt;
| Advanced Body Armor || XCOM Security: Armor || Phalanx Armor&amp;lt;br /&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Plating&amp;lt;br /&amp;gt;Ammo - Piercing || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| 6 || - || - || - || 50&lt;br /&gt;
| Mobile Power Armor || Mechanized Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 10 || - || - || 80&lt;br /&gt;
| MEC Mark 2&amp;lt;br /&amp;gt;Advanced Power Armor || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Berserker Interrogation&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 80 || - || - || 180&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy&amp;lt;br /&amp;gt;Antigrav Systems&amp;lt;br /&amp;gt;Stealth Systems || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;Walker Servos&amp;lt;br /&amp;gt;Core Armoring || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 2&#039;&#039;&#039; || Armor || Alien Biocybernetics&amp;lt;br /&amp;gt;Mobile Power Armor&lt;br /&gt;
| 10 || 40 || 70 || 10 || 75&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy || - || LMEC2 (Valiant)&amp;lt;br /&amp;gt;HMEC2 (Defender)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Heavy&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 120 || 10 || 180 || 5 || 90&lt;br /&gt;
| - || - || HMEC3 (Dauntless)&amp;lt;br /&amp;gt;UHMEC3 (Devastator)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Light&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 80 || 180 || 5 || 90&lt;br /&gt;
| - || - || LMEC3 (Vindicator)&amp;lt;br /&amp;gt;ULMEC3 (Vanguard)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Heavy Floater Autopsy&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 20 || - || - || 100&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;The Thumper (MEC) || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| - || 20 || - || - || 100&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 10 || 15 || - || 2 || 30&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien Corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Corpse || 5&lt;br /&gt;
| Sectoid Interrogation || - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Thin Man Corpse || 20&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || Restorative Mist&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Floater Corpse || 15&lt;br /&gt;
| Floater Interrogation || Shaped Armor || Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC) || Aim Booster (Aerospace)&amp;lt;br /&amp;gt;Ammo - Flak&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Corpse || 25&lt;br /&gt;
| Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Berserker Corpse || 30&lt;br /&gt;
| Berserker Interrogation || || Combat Stims || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Commander Corpse || 45&lt;br /&gt;
| Sectoid Commander Interrogation || - || Psi Frayer || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Elite Corpse || 40&lt;br /&gt;
| Muton Elite Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Heavy Floater Corpse || 40&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Ethereal Corpse || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Drone Wrecks || 5&lt;br /&gt;
| Advanced Beam Lasers|| - || Holo Charger&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Seeker Wrecks || 15&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;Extrasensory Vest&amp;lt;br /&amp;gt;Elerium Emitter || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Chryssalid Corpse || 30&lt;br /&gt;
| Advanced Body Armor|| - || Chitin Plating || Muscle Fiber Density&amp;lt;br /&amp;gt;Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Cyberdisc Wreck || 15&lt;br /&gt;
| Pulse Lasers || SHIV Advancements II || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Dodge Booster&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Mechtoid Core || 30&lt;br /&gt;
| - || Advanced Servomotors || Psi Retaliator&amp;lt;br /&amp;gt;Alloy SHIV || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Sectopod Wreck || 45&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 15&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Xenopsionics&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Elerium&#039;&#039;&amp;lt;/font&amp;gt; || Tactical Rigging&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Experimental Warfare&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 95&lt;br /&gt;
| - || Secondary Heart&amp;lt;br /&amp;gt;Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mods)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Shielding Pod&amp;lt;br /&amp;gt;(SHIV)&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 120&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Power Armor&#039;&#039;&amp;lt;/font&amp;gt; || Neural Damping&amp;lt;br /&amp;gt;Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 135&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Inner Fire&amp;lt;br /&amp;gt;Telekinetic Field&amp;lt;br /&amp;gt;Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Powers) &lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Light Plasma Weapons&#039;&#039;&amp;lt;/font&amp;gt; || Adrenaline Surge&amp;lt;br /&amp;gt;Iron Skin&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 130&lt;br /&gt;
| || -&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 170&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Psi Mastery&amp;lt;br /&amp;gt;(Psi Power) || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Tech===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Main Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 30&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;All Robotic Autopsies || -&lt;br /&gt;
| Arc Rifle&amp;lt;br /&amp;gt;Arc Pistol&amp;lt;br /&amp;gt;Satellite Nexus&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoid Corpses || 15&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;All Biologic Autopsies || Alien Containment || Targeting Module || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 35&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| Genetics Lab || - || Predictive Tracking&amp;lt;br /&amp;gt;Advanced Perception&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 5 Sectoid Corpses || 25&lt;br /&gt;
| Xenopsionics&amp;lt;br /&amp;gt;Alien Communications|| - || Stun Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || Alien Base Assault Complete&lt;br /&gt;
| - || 10 || - || - || - || 30&lt;br /&gt;
| Stealth Systems || Hyperwave Relay || Mimic Beacon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Sectoid Interrogation || -&lt;br /&gt;
| - || - || - || 5 || - || 25&lt;br /&gt;
| Alien Operations || Psionic Labs || - || Mindfray&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;Psi Panic&amp;lt;br /&amp;gt;Psi Inspire&amp;lt;br /&amp;gt;Mind Merge&amp;lt;br /&amp;gt;(Psi Powers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics || Outsider Shard&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 20 || - || 60&lt;br /&gt;
| Mind and Machine&amp;lt;br /&amp;gt;MEC Mark 2&lt;br /&gt;
| - || MEC-1 &amp;lt;br /&amp;gt;Minigun&amp;lt;br /&amp;gt;Incinerator Module&amp;lt;br /&amp;gt;Neural Gunlink&amp;lt;br /&amp;gt; || Advanced Surgery&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Projects)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&amp;lt;br /&amp;gt;Thin Man Interrogation || -&lt;br /&gt;
| - || - || 20 || - || - || 50&lt;br /&gt;
| Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Gauss Weapons || Beam Strengthening&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&amp;lt;br /&amp;gt;Sectoid Interrogation || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 10&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Mobile Power Armor || Jellied Elerium || Elerium Turbos&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium || -&lt;br /&gt;
| - || 20 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 100&lt;br /&gt;
| Alien Propulsion&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Pulse Lasers&lt;br /&gt;
| Elerium Batteries&amp;lt;br /&amp;gt;UFO Tracking || Elerium Generator&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare || -&lt;br /&gt;
| 10 || - || 50 || - || - || 65&lt;br /&gt;
| Alien Propulsion || Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts || -&lt;br /&gt;
| 10 || 20 || 20 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 60&lt;br /&gt;
| Antigrav Systems || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || Ethereal Device&lt;br /&gt;
| 10 || 15 || - || - || - || 30&lt;br /&gt;
| Mind and Machine || Gollop Chamber || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.&lt;br /&gt;
Also, once &#039;&#039;UFO Scanners&#039;&#039; Foundry project is completed, analyzed UFO&#039;s display damage during Air Combat.&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;3&amp;quot; | Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 20 || 2 || 400 || 30% Increased Fire Rate vs Scouts&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 20 || 2 || 300 || 30% Increased Fire Rate vs Fighters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Raiders&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Destroyers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Abductors&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Harvesters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Transports&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Terror Ships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Assault Carriers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Battleships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 12 || 700 || 30% Increased Fire Rate vs Overseers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Archives ==&lt;br /&gt;
&lt;br /&gt;
Here you can view a list of and summaries of all completed research projects.&lt;br /&gt;
&lt;br /&gt;
== Gene Labs ==&lt;br /&gt;
&lt;br /&gt;
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.&lt;br /&gt;
&lt;br /&gt;
More information on Gene Mods can be found here: &#039;&#039;&#039;[[Gene_Mods_(LWR)|Gene Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.&lt;br /&gt;
&lt;br /&gt;
Each research credit reduces the time to complete research and foundry projects in it&#039;s category by 50% (80% if the &amp;quot;Ready For War&amp;quot; start bonus is active).&lt;/div&gt;</summary>
		<author><name>Caseywills</name></author>
	</entry>
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